[Rev 03] RFR: 8217472: Add attenuation for PointLight
dgrieve at openjdk.java.net
Mon Apr 27 15:54:32 UTC 2020
On Sat, 25 Apr 2020 17:07:21 GMT, Kevin Rushforth <kcr at openjdk.org> wrote:
>> kevinrushforth commented Apr 18, 2020
>> I think most of those are good suggestions going forward. As for the performance drop, the only place we've seen it so
>> far is on graphics accelerators that are a few years old by now.
>> So 50% drop on a 2015 macbook pro is OK ? Do we have numbers on recent macbook pros ?
> If this were an even remotely representative use case, then no, the performance hit would not be OK. The test was
> designed as an artificial "worst-case" stress test: a single mesh with a large number of very large (window-sized)
> quads stacked on top of each other. Any real-world use case won't do this. We should make sure that we aren't seeing
> any significant performance drop when rendering spheres (at a couple different tessellation levels) or boxes.
Results with NVIDIA Quadro P400:
Without the fix, 1000 quads, average FPS ~7.4
With the fix, 1000 quads, average FPS ~6.1
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