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DotNet / Poor performance using multiple VertexArray
« on: March 17, 2016, 10:55:08 pm »
Hello,
I'm actually making a tilemap using VertexArray, my tilemap is split in multiple chunks
Each chunk has it's own VertexArray
One Tile = 16x16 pixels
One Chunk = 128x128 tiles = 2048x2048 pixels
Map = 2048x2048 tiles = 4194304 tiles
Number of chunks = 256
And i'm getting 12fps when i render all the chunks, it's really bad performance for only 256 draw calls...
Here is a ready to use project, so you can test: https://bitbucket.org/Scellow/projecttr
Is there something i'm missing? I also tried using RenderTexture but i get same result..
I'm actually making a tilemap using VertexArray, my tilemap is split in multiple chunks
Each chunk has it's own VertexArray
One Tile = 16x16 pixels
One Chunk = 128x128 tiles = 2048x2048 pixels
Map = 2048x2048 tiles = 4194304 tiles
Number of chunks = 256
And i'm getting 12fps when i render all the chunks, it's really bad performance for only 256 draw calls...
Here is a ready to use project, so you can test: https://bitbucket.org/Scellow/projecttr
Is there something i'm missing? I also tried using RenderTexture but i get same result..