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@aras@mastodon.gamedev.place

2025-09-28 07:26 UTC

@tomas@mastodon.gamedev.place I don’t think “know ahead of the time” is a thing that does anything these days. GPU samples a texture, switches to processing other pixels, once results arrive from cache/memory it proceeds with the shader. There’s no “speculative ahead of the time” texture sampling going on.

Replies (1)

  • @aras@mastodon.gamedev.place @tomas@mastodon.gamedev.place The only difference between an atlas and using thousands of descriptors is you get (possibly) divergence while fetching the descriptors, but that's about it. The texture cache won't care (generally) as descriptors will result in relatively tiny traffic there, if any, relative to the data you're fetching (unless you're doing one descriptor per 4x4 pixels or something pathological in which case you asked for it.)

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