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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

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  • Agreed with Pete although I don't think he stresses the impact of the actual layout of data in the VBO enough!! This can have a massive impact on the performance and power efficiency of the rendering. Sparse indexing and large geometric gaps between triangles/verts close together in memory (see Linear-Speed Vertex Cache Optimisation) are a couple of obvious considerations for Mali and other tile-based architectures in order to keep power usage as low, and performance as high as possible.

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  • Agreed with Pete although I don't think he stresses the impact of the actual layout of data in the VBO enough!! This can have a massive impact on the performance and power efficiency of the rendering. Sparse indexing and large geometric gaps between triangles/verts close together in memory (see Linear-Speed Vertex Cache Optimisation) are a couple of obvious considerations for Mali and other tile-based architectures in order to keep power usage as low, and performance as high as possible.

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