Original Post
Hi, I'm searching for info about optimal buffers size and padding.
Regarding size:
[font="Arial"]During a Lecture with Uncharted 3 Lead Technical Artist[/font] (its a long lecture like 3 hours but its talks about some interesting aspects of game design) it is said that (at least on Naughty Dog engine or the PS3 system) there is a number of vertices that are "optimal", like if you draw less vertices than that number you get exactly the same performance, so if you have a mesh that contains less than that number of vertices you can add more vertices to increase detail because performance wont suffer. And I was wondering if DirectX 11 has something like this?
Regarding padding:
In a post on L.Spiro blog (on the end of his post) he says that
Regarding size:
[font="Arial"]During a Lecture with Uncharted 3 Lead Technical Artist[/font] (its a long lecture like 3 hours but its talks about some interesting aspects of game design) it is said that (at least on Naughty Dog engine or the PS3 system) there is a number of vertices that are "optimal", like if you draw less vertices than that number you get exactly the same performance, so if you have a mesh that contains less than that number of vertices you can add more vertices to increase detail because performance wont suffer. And I was wondering if DirectX 11 has something like this?
Regarding padding:
In a post on L.Spiro blog (on the end of his post) he says that
"Direct3D gains a lot of performance (and is more stable) when the vertices within the vertex buffers are padded to 32 bytes."[/quote]
Well I haven't read this anywhere else so I was wondering how this works.
Thanks in advance.