Cache Misses OpenGl So cache miss is a thing. But is there any recommended cache miss count per time unit? I rendered one textured square in opengl and ran it for 10 secs. The cache miss count was ~137,230,200 i.e 1.3 million times(using perf stat -e cache-misses). This seems bad. What I don’t get is I am not loading anything in rendering loop like Meshes, entities or anything. They are just plain opengl functions. So Should I take this for granted that it the base from which I should start optimizing as soon as I add entities and physics. https://ift.tt/eA8V8J
So cache miss is a thing. But is there any recommended cache miss count per time unit? I rendered one textured square in opengl and ran it for 10 secs. The cache miss count was ~137,230,200 i.e 1.3 million times(using perf stat -e cache-misses). This seems bad. What I don’t get is I am not loading anything in rendering loop like Meshes, entities or anything. They are just plain opengl functions. So Should I take this for granted that it the base from which I should start optimizing as soon as I add entities and physics.
from GameDev.net https://ift.tt/2H7wq80
from GameDev.net https://ift.tt/2H7wq80
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