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General / Re: Why anything after "while (window.pollEvent(Event))" kills framerate ?
« on: April 17, 2024, 07:40:36 pm »
I also want to make some raytracing experiment but, since the infinitely less complex raycasting is so slow on a 4GHz machine, and it may really means that the pixel-per-pixel approach is wrong, i give it up.. sadly.
I'll share a screenshot of my raycasting engine here:
Multithreading may be an aid, but not a solution i think, since og Doom run flawlessy on a 100MHz 486.. how the heck does it achieve that? Surely it is also GPU based but still, i think it has a lot to do with single pixel drawing.. right?
I kinda know that i have to use the parallel computing o f the GPU.. but how? The only tutorial i find online seems to have the same approach of mine: fill and array and send it to graphic memory.
Compute shaders are totally new to me.. got to search!
I'll share a screenshot of my raycasting engine here:
(click to show/hide)
Multithreading may be an aid, but not a solution i think, since og Doom run flawlessy on a 100MHz 486.. how the heck does it achieve that? Surely it is also GPU based but still, i think it has a lot to do with single pixel drawing.. right?
I kinda know that i have to use the parallel computing o f the GPU.. but how? The only tutorial i find online seems to have the same approach of mine: fill and array and send it to graphic memory.
Compute shaders are totally new to me.. got to search!