I need a renderer for a personal project and after some research decided I'll implement a forward clustered renderer as well.
Should really dive deeper and update the measurements for final results...
Without digging into the detailed breakdown, I would assume that the sheer amount of teeny tiny triangles is the main bottleneck in this benchmark scene. When triangles become smaller than about 4x4 pixels, GPU utilization for raterization starts to diminish. And with the scaled down dragons, there's a lot of then in the frame.
You can try to come up with imposters representing these far away dragons, or simple LoD levels. Some games do use particles to represent far away and repeated "meshes" (Ghost of Tsushima does these for soldiers far away).
Lot's of techniques in this area ranging from simple to bananas. LoD levels alone can get you pretty far! Of course, this is at the cost of having more different draw calls, so it is a balancing game.
Think about the topology too, hope these old gems helps getting a grasp on the cost of this:
zeristor•6h ago
Where’s that from?
dahart•6h ago
Also note C++14 introduced the apostrophe in numeric literals! https://en.cppreference.com/w/cpp/language/integer_literal
lacoolj•6h ago
And I would never have known this existed without hackernews
logdahl•6h ago
qingcharles•5h ago
https://en.wikipedia.org/wiki/Integer_literal#Digit_separato...
m-schuetz•25m ago