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GSplat rendering no longer uses instancing #6213

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merged 4 commits into from
Apr 2, 2024
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@mvaligursky mvaligursky commented Apr 2, 2024

  • It seems instancing was not the most efficient way to render gsplat quads, possibly due to many GPUs not supporting executing vertex shader of different instances in the same wave. Performance gain is 10% on my M1 Max.
  • at this stage, this no longer supports WebGL1, as it does not provide VertexID in vertex shader (not that this can be worked around by providing it ourselves in the VB, but has not been done)
  • added support for asInt attribute to Mesh API (it was already supported by VertexFormat API)

@mvaligursky mvaligursky self-assigned this Apr 2, 2024
@mvaligursky mvaligursky added performance Relating to load times or frame rate area: graphics Graphics related issue labels Apr 2, 2024
@mvaligursky mvaligursky requested a review from a team April 2, 2024 10:33
@mvaligursky mvaligursky merged commit 48f9551 into main Apr 2, 2024
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@mvaligursky mvaligursky deleted the mv-splat-no-instancing branch April 2, 2024 12:42
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3 participants