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Fast stereo rendering (iquilezles.org)
53 points by ndesaulniers on May 9, 2016 | hide | past | favorite | 7 comments


This makes a lot of sense in OpenGL (with a Geometry Shader) but in something like Metal I'm not sure you would get a lot of efficiency gains due to the way the command encoder manages state where each encoder would be a separate target with set of render states. With Vulkan you can actually re-use command buffers so theoretically you could get even better performance.

As far as the additional memory cost; the 2x memory on a PS4 may seem trivial but it certainly is not on a mobile device trying to do VR.

Great article, though. Inigo is truly a genius (his articles on tracing equations is a regular reference whenever I do any analytic gpu stuff).


A typical high end phone has 2-3GB of ram. Half as much as a PS4, and vastly more than a PS3. It should be able to handle a couple doubled buffers. Overall memory use doesn't go up very much.


I've never actually done any mobile development, but I was under the impression that mobile GPUs typically used tiled rendering to save memory usage because they were already tight on VRAM.


Link to the article on tracing equations?


Great one: http://www.iquilezles.org/www/articles/distfunctions/distfun...

Just go to his articles section and you'll see a bunch more.


Nice write up. Both Unreal Engine (http://docs.unrealengine.com/latest/INT/Support/Builds/Relea...) and Unity3D have added support for this recently.


This is quite logical and I've been wondering--isn't this at odds with (future) dual SLI one-eye-per-card techniques?

Would it make sense for dual SLI VR setups to go back to the old "card 1 renders the top half of the screen and card 2 goes bottom"? Then you wouldn't need 2x sized framebuffers.




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