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examples/sprites: Performance improvement on Metal #762
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FPS reaches 60 with 10000 sprites, but does not with 20000 sprites. BTW, it is hard to compare FPS with OpenGL era, since vsync didn't work at that time 🤔 |
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From my very simple experiment, the cost difference between copying bytes to a buffer and creating a new buffer was not so big. |
Now we can keep 60 FPS with <20000 sprites. Can we keep it with more sprites by reusing buffers? |
Now I think Metal version is fast enough. |
FPS should keep 60 FPS even when the number of sprites exceeds 10000.
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