Quote Originally Posted by ZorbaTHut View Post
Quote Originally Posted by Galdrin View Post
In UI libraries, I usually see frames have a sort of "redraw needed" flag that, unless set by some relevant change (child redrawNeeded being set, text changing, scrollbar moved, etc etc), will allow a frame to be rendered from a cached texture and basically use no resources. Does Rift have such texture caching going on for its frames?
You generally see this in non-3d-accelerated UIs. Marking elements for update went out of style with 3d acceleration - in the game industry that happened about a decade ago, in the desktop industry it's sort of happening right now. We'll probably have some speed improvements coming up, but it wouldn't surprise me if frame compositing ended up far slower than just rendering everything to screen.
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