âBatch, Batch, Batch:â What Does It Really Mean?
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âBatch, Batch, Batch:â What Does It Really Mean?
GPU triangle start-up costs (WRONG). â OS kernel ... 100% PostTnL cache vertices (no xform cost). â Static data ....
“Batch, Batch, Batch:” What Does It Really Mean?
Matthias Wloka
What Is a Batch? • Every DrawIndexedPrimitive() is a batch – Submits n number of triangles to GPU – Same render state applies to all tris in batch – SetState calls prior to Draw are part of batch
• Assuming efficient use of API – No Draw*PrimitiveUP() – DrawPrimitive() permissible if warranted – No unnecessary state changes
• Changing state means at least two batches
Why Are Small Batches Bad? • Games would rather draw 1M objects/batches of 10 tris each – versus 10 objects/batches of 1M tris each
• Lots of guesses – Changing state inefficient on GPUs (WRONG) – GPU triangle start-up costs (WRONG) – OS kernel transitions (WRONG)
• Future GPUs will make it better!? Really?
Let’s Write Code! Testing Small Batch Performance • Test app does… – – – – –
Degenerate triangles (no fill cost) 100% PostTnL cache vertices (no xform cost) Static data (minimal AGP overhead) ~100k tris/frame, i.e., floor(100k/x) draws Toggles state between draw calls: (VBs, w/v/p matrix, tex-stage and alpha states)
• Timed across 1000 frames • Theoretical maximum triangle rates!
Measured Batch-Size Performance 100
Athlon XP 2.7+; NVIDIA GeForce FX 5800 Athlon XP 2.7+; NVIDIA GeForce4 Ti 4600 Athlon XP 2.7+; NVIDIA GeForce3 Ti 500 Athlon XP 2.7+; NVIDIA GeForce4 MX 440 Athlon XP 2.7+; NVIDIA GeForce2 MX/MX 400
90
70 60 50 40 30 20 10
triangles/batch
Axis scale change
1500
1300
1100
900
700
500
300
190
170
150
130
110
90
70
50
30
0 10
million triangles/s
80
Optimization Opportunities 100
Athlon XP 2.7+; NVIDIA GeForce FX 5800 Athlon XP 2.7+; NVIDIA GeForce4 Ti 4600 Athlon XP 2.7+; NVIDIA GeForce3 Ti 500 Athlon XP 2.7+; NVIDIA GeForce4 MX 440 Athlon XP 2.7+; NVIDIA GeForce2 MX/MX 400
90
70
>100x
60 50 40 30 20
40x
10
triangles/batch
Axis scale change
1500
1300
1100
900
700
500
300
190
170
150
130
110
90
70
50
30
0 10
million triangles/s
80
Measured Batch-Size Performance 100
Athlon XP 2.7+; NVIDIA GeForce FX 5800 Athlon XP 2.7+; NVIDIA GeForce4 Ti 4600 Athlon XP 2.7+; NVIDIA GeForce3 Ti 500 Athlon XP 2.7+; NVIDIA GeForce4 MX 440 Athlon XP 2.7+; NVIDIA GeForce2 MX/MX 400