Hmm... let's do some maths here...
Assume each pixel in the VRAM framebuffer is composed of a 24-bit RGB value.
At 8000 FPS, that would be...
8000 x 24 = 192000 bits per pixel per second
Say you had a more or less simple platformer with a scrolling background. Because you cannot assume that pixels stay the same from frame to frame, exploiting the temporal coherence of each frame (as with MPEG) isn't an option and you would have to end up transferring the whole screen's worth of data every frame.
Assume that the application was run in a 800x600 window. That is 480000 pixels to be updated every frame. This means that 92160000000 bits or 11.52 GB would have to be transferred every second from host to VRAM.
I'm interested, were you part of a special research group that had early access to 16-lane PCIe 3.0 GPUs back then? Because I don't see any other way a commercially produced GPU would be able to handle such high data transfer rates...
This was all of course based on a
conservative estimate. The true values could be much larger
![Roll Eyes ::)](https://www.sfml-dev.org/forums/Smileys/default/rolleyes.gif)
.
Or... one of the assumptions is simply not true... I wonder which one it could be...