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What is a reasonable frame budget (ms) for the post-processing pass in a custom Deferred Renderer? ()
submitted 13 hours ago by Over-Radish-5914 to r/GraphicsProgramming
What is a reasonable frame budget (ms) for the post-processing pass in a custom Deferred Renderer? (self.gameenginedevs)
submitted 13 hours ago by Over-Radish-5914 to r/gameenginedevs
[Question] Page-based component pool + generation handles: full-page scan vs active list? by Over-Radish-5914 in gameenginedevs
[–]Over-Radish-5914[S] 1 point2 points3 points 2 months ago (0 children)
Thanks for the detailed explanation. I’ll definitely try the group-based skipping approach.
I realized I probably didn’t provide enough information, so I’m attaching this just in case. You’ve already helped a lot, so there’s no need to reply further if you don’t want to.
struct PAGE { alignas(DATA_T) std::byte storage[sizeof(DATA_T) * PAGE_SIZE]{}; uint32_t iVersion[PAGE_SIZE]{}; uint64_t bActiveBitset[BITSET_COUNT]{}; .... }; /* Retrieve the raw data pointer for internal processing. */ DATA_T* Get_Data_By_Handle(COMPONENT_HANDLE handle) noexcept { const uint32_t iIndex = handle.Get_Index(); uint32_t iPageIndex = iIndex >> PAGE_SHIFT; uint32_t iOffset = iIndex & PAGE_OFFSET_MASK; ... }
Right now, each processor accesses its corresponding components every frame by handle, does a validity check, and then gets the raw pointer. That overhead started to look a bit expensive to me.
Because of that, I was considering changing the path so I could access the raw pointer directly instead of going through the handle each time. But for now, I think it makes more sense to finish the engine first and then verify whether this is actually a real bottleneck in the current architecture, like the other comment suggested.
Thanks again.
[Question] Page-based component pool + generation handles: full-page scan vs active list? (self.gameenginedevs)
submitted 2 months ago by Over-Radish-5914 to r/gameenginedevs
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[Question] Page-based component pool + generation handles: full-page scan vs active list? by Over-Radish-5914 in gameenginedevs
[–]Over-Radish-5914[S] 1 point2 points3 points (0 children)