DukeSoft
Member
Hey everyone,
I'm working on a little voxel engine, and I'm running into trouble here. The debugger is not helping me much (actually making things worse).
I have a system that creates chunks filled with blocks - every chunk has its own mesh generated from the blocks.
When rendering 100 of these chunks, the game speed drops down drastically and I do not know why.
Here's the profiler:
Somewhere in the DrawTheRoom there is a process taking up well over 6.4 milliseconds.
The game is running 50fps on a 1060 + 7700k - that shouldn't be happening.
Here's what it looks like:
And here its drawn as a linelist (to show how little vertices there actually are)
I do know the vertex batch is on 104 - But I feel like this is something I can not bring down lower, as vertex_submit has to be called for every chunk.
Where is the massive CPU + GPU overhead coming from? What am I missing? There is just 1 texture being used (2048x2048).
Surely I must be missing something.
I'm working on a little voxel engine, and I'm running into trouble here. The debugger is not helping me much (actually making things worse).
I have a system that creates chunks filled with blocks - every chunk has its own mesh generated from the blocks.
When rendering 100 of these chunks, the game speed drops down drastically and I do not know why.
Here's the profiler:
Somewhere in the DrawTheRoom there is a process taking up well over 6.4 milliseconds.
The game is running 50fps on a 1060 + 7700k - that shouldn't be happening.
Here's what it looks like:
And here its drawn as a linelist (to show how little vertices there actually are)
I do know the vertex batch is on 104 - But I feel like this is something I can not bring down lower, as vertex_submit has to be called for every chunk.
Where is the massive CPU + GPU overhead coming from? What am I missing? There is just 1 texture being used (2048x2048).
Surely I must be missing something.