Micro GeeXLab Game: Imbrickers 0.3.0, the classic Tetris game revisited
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I developed a technique to render single-pixel particles (using additive blending) with compute shaders rather than the usual fixed-function rasterization with vertex and fragment shaders. My approach runs 25‑335% faster than rasterization on the cases I tested and is particularly faster for some “pathological” cases (which for my application are not actually that uncommon). I observed these speedups on both NVIDIA and AMD GPUs.Using this technique allowed me to ship an app that runs on minimum-spec hardware without sacrificing visual fidelity.(UPDATE: After posting this article, I discovered that I could use the NV_shader_atomic_int64 OpenGL extension (which is also supported by newer AMD GPUs). With this extension my results are now 32‑400% faster than rasterization on the cases tested. I recommend using it where possible. See the Addendum for more information.)