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Yeah but it’s okay if overwatch takes all of your computer’s effort to run. Imagine if postman used 13 gb of vram
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If your program does 1/1000 of the GPU work Overwatch does every frame, it will cost in the order of magnitude of 1/1000 of what Overwatch costs to render (some fixed costs aside) -- taking aside the fact that you also don't need to re-render the entire window every vblank.
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i mean, sometimes it feels like it does
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VRAM isn't RAM. Unless your postman is rendering 3D objects.
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Yes yes I know that. Do I really need to post a sarcasm tag.
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One recent performance issue that was raised by a customer was in the end a tiny svg animation loop that was on all the time even when the tab was inactive. So no game engine loops for my customers.
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No you won't. Firstly because your software is one of dozens running and it doesn't get to take the privilege of fucking over my battery consumption and asking for my GPU to spin so you can edit markdown, and also because 2D rendering is miserable and non-performant in every single game engine you can think off. 2D sucks to make, 2D eats half of your frame time by just existing and slicing those triangles.
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What?

You can try rendering a 2D rectangle as 2 quads in whatever GPU API you like the most, then try pushing the same amount of pixels to a CPU buffer via the widest CPU memory write instructions you can have (and then wait the GPU-accelerated compositor upload them to the GPU anyways to present them...).

I can tell you for a fact one will be 2 orders of magnitude faster, want to make bet which one?

Using a GPU api does not imply you have to render at the screen's refresh rate, or even that you have to update the entire window.

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Haha, in my case, it only renders when frames are needed. Otherwise it's basically an image at 0fps.
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