Original Post
Hello, its me again.
After i sucessfully initialised my shader code i experienced some performance issues with drawing my scene which contains spherical geometrie. The issue seems to be the seperate drawing calls which tookes about 0,3ms. first i thought my graphics card would be too slow to give me the necessary performance to render 1800 spheres but then i increased the vertex-count of my "sphere" and the rendering tooked the same time.
Now i know that the Issue has to be the cpu-gpu-communication, but everything at all i cant imagine how a single draw call can cost that much time?... if i look at modern games having hundreds of models displayed at the same time.
A solution would be to use instancing but iam not really sure how i can use it at dx11, basicly all that should be done is telling the gpu to loop my indexbuffer content n times insteat of calling the drawing such often. The problem is i have absolutly no idea how to do that? Creating the whole indesbuffer containing 1800 times the same index-sequence seams to be very messy and unnecessary.
And if you use different models at the same time i guess a drawing call which takes 200 ms for 1000 different object buffers isnt really aceptable so how do YOU manage it?
After i sucessfully initialised my shader code i experienced some performance issues with drawing my scene which contains spherical geometrie. The issue seems to be the seperate drawing calls which tookes about 0,3ms. first i thought my graphics card would be too slow to give me the necessary performance to render 1800 spheres but then i increased the vertex-count of my "sphere" and the rendering tooked the same time.
Now i know that the Issue has to be the cpu-gpu-communication, but everything at all i cant imagine how a single draw call can cost that much time?... if i look at modern games having hundreds of models displayed at the same time.
A solution would be to use instancing but iam not really sure how i can use it at dx11, basicly all that should be done is telling the gpu to loop my indexbuffer content n times insteat of calling the drawing such often. The problem is i have absolutly no idea how to do that? Creating the whole indesbuffer containing 1800 times the same index-sequence seams to be very messy and unnecessary.
And if you use different models at the same time i guess a drawing call which takes 200 ms for 1000 different object buffers isnt really aceptable so how do YOU manage it?