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When designing for current PC GPUs you are not playing after the same performance rules, as, for example, a cellphone or the Amiga.

Modern GPUs are way more powerful than you can imagine and most of the time the bottleneck is not the drawing itself but actually the communication between your code running on the CPU and the GPU.

Take a look at this answer for performance suggestions on modern GPUs:
Drawing lots of tiles with OpenGL, the modern wayDrawing lots of tiles with OpenGL, the modern way

When designing for current PC GPUs you are not playing after the same performance rules, as, for example, a cellphone or the Amiga.

Modern GPUs are way more powerful than you can imagine and most of the time the bottleneck is not the drawing itself but actually the communication between your code running on the CPU and the GPU.

Take a look at this answer for performance suggestions on modern GPUs:
Drawing lots of tiles with OpenGL, the modern way

When designing for current PC GPUs you are not playing after the same performance rules, as, for example, a cellphone or the Amiga.

Modern GPUs are way more powerful than you can imagine and most of the time the bottleneck is not the drawing itself but actually the communication between your code running on the CPU and the GPU.

Take a look at this answer for performance suggestions on modern GPUs:
Drawing lots of tiles with OpenGL, the modern way

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API-Beast
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When designing for current PC GPUs you are not playing after the same performance rules, as, for example, a cellphone or the Amiga.

Modern GPUs are way more powerful than you can imagine and most of the time the bottleneck is not the drawing itself but actually the communication between your code running on the CPU and the GPU.

Take a look at this answer for performance suggestions on modern GPUs:
Drawing lots of tiles with OpenGL, the modern way