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tldrbot2 hours ago

TL;DR of the article, generated automatically.

Godot's Clay John walks through two CPU-side renderer optimizations from this year, both found with the Superluminal profiler.

  • Polygon2D: A game with about 20 animated characters was slowing down. The fix reused existing vertex arrays instead of freeing and recreating them every frame. The author says this roughly tripled performance and took his test scene from 28 FPS to 83 FPS.
  • Shader transpilation: Asilkan found that D3D12 shader loading stalled while threads waited on the OS for heap memory. Giving each thread its own heap saved 11 seconds of load time in the TPS demo.
  • The lesson: Re-measure after every change, because the results are often not what you'd guess.

Measure twice, guess never.