Optimize starfield rendering by replacing NanoVG paths with batched vertex-based rendering#7618
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The-E wants to merge 1 commit into
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Optimize starfield rendering by replacing NanoVG paths with batched vertex-based rendering#7618The-E wants to merge 1 commit into
The-E wants to merge 1 commit into
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…ertex-based rendering
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While working on Vulkan, I noticed that retail stars are stupidly slow; nanovg is hogging frametime a lot because it issues a lot of small draw commands - so let's batch things up a bit. This improved performance for me by a lot - in the lab, I went from ~80 FPS when looking at something with SM1-01 in the background to 120 FPS.