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Power Saving using VBO

Expectation is that the VBO should consume Less Power than the Normal Rendering without VBO's .

As Copying the Data onto the GPU is not done Every Frame of Rendering.

1) Created Interleaved Data so that the VVCCNN(x1,y1,z1,,x2,y2,z3,xc1,yc1,xc2,yc2,xn1,yn1,zn1,..) the power consumed same as the data Copied EveryFrame.

2) Create Interleaved Data VCNVCN(x1,y1,z1,xc1,yc1,xn1,yn1,zn1,,x2,y2,z3,xc2,yc2,) Power consumed is more than both VVCCNN & copying frame data every frame.

The Only thing looks is that am not copying the data into 4 byte data, Is there any real impact on power by using VBO ?

What is the best Approach to get the less power and maximum performance .

Thanks in Advance

Parents
  • Using VBOs should give better energy efficiency per frame, as well as faster performance, than using client-side attribute arrays. Interleaved attributes are _usually_ faster but it really depends on how the data is used, spatial ordering of triangles, packing of tris which are back-facing or front-facing, etc - test and measure is often the only way to be sure)

    Large client-side vertex attribute buffer upload without using VBOs is often a bottleneck, causing the GPU to go idle, so system _power_ may increase because of an increase in framerate, but the _energy per frame_ should improve. Note that the GPU workload is the same in both cases - the efficiency comes from CPU-side workload reduction.

    In terms of why this isn't happening in your system it is really hard to tell - graphics subsystems are complex. Can you post a test case, and let us know how you are measuring power, and what frame rate each test case is hitting on your platform?

    Cheers,
    Pete

Reply
  • Using VBOs should give better energy efficiency per frame, as well as faster performance, than using client-side attribute arrays. Interleaved attributes are _usually_ faster but it really depends on how the data is used, spatial ordering of triangles, packing of tris which are back-facing or front-facing, etc - test and measure is often the only way to be sure)

    Large client-side vertex attribute buffer upload without using VBOs is often a bottleneck, causing the GPU to go idle, so system _power_ may increase because of an increase in framerate, but the _energy per frame_ should improve. Note that the GPU workload is the same in both cases - the efficiency comes from CPU-side workload reduction.

    In terms of why this isn't happening in your system it is really hard to tell - graphics subsystems are complex. Can you post a test case, and let us know how you are measuring power, and what frame rate each test case is hitting on your platform?

    Cheers,
    Pete

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