On 2019-05-23 07:28:49 +0000, Ola Fosheim Grøstad said:

On Thursday, 23 May 2019 at 06:07:53 UTC, Robert M. Münch wrote:
On 2019-05-22 17:01:39 +0000, Manu said:
I mean, there are video games that render a complete screen full of zillions of high-detail things every frame!

Show me a game that renders this with a CPU only approach into a memory buffer, no GPU allowed. Total different use-case.

I wrote a very flexible generic scanline prototype renderer in the 90s that rendered 1024x768 using 11 bits each for red and green and 10 for blue and hardcoded alpha blending. It provided interactive framerates on the lower end for a large number of circular objects covering the screen, but it took almost all the CPU.

When doing the real-time resizing in the screencast, the CPU usage is around 5% - 6%

--
Robert M. Münch
http://www.saphirion.com
smarter | better | faster

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