Forum Discussion
tlopes
12 years agoHonored Guest
Dev Feedback on OVR SDK 0.3.1 Preview
Hey guys, it looks like you're cramming a whole lot of features in to this release! Here's my first impressions with the new Distortion Renderer code in the new SDK: (Disclaimer: I mostly looked at...
kojack
12 years agoMVP
"tlopes" wrote:
Even if you have to use degenerate triangles it's much more efficient to use a strip than a list:
It's true the list version will have more indices. However a well optimised triangle list will use the vertex cache far better than a strip, resulting in less vertex shader calls.
Here's an article on grid rendering: http://www.ludicon.com/castano/blog/2009/02/optimal-grid-rendering
From there:
Method ACMR ATVR
Scanline 1.062 1.882
NVTriStrip 0.818 1.450
Morton 0.719 1.273
K-Cache-Reorder 0.711 1.260
Hilbert 0.699 1.239
Forsyth 0.666 1.180
Tipsy 0.658 1.166
Optimal 0.564 1.000
The Forsyth method on there (third best) is by Tom Forsyth, who works at Oculus now. :)
http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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