Graphics: dynamic rendering evaluation for tile-based GPUs
Maintainers usually reply within 1 day
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 25/100
- Issue type
- Feature
- Clarity
- Mostly clear
- Activity status
- Active
- Tech stack
- android, csharp
- Domain
- game-dev, performance
Research direction
Start by reading the Android plan task D7 and its dependencies, #237 and #255, along with the platform roadmap in #100. Compare render passes with dynamic rendering and local read on a Galaxy S24 FE using GPU counters, then write a decision note with the measurements; the payload does not name specific files or tests.
Written by the indexing model from the issue text.
Description
Current State
Vulkan 1.3 makes dynamic rendering available; its bandwidth cost versus render passes on tile GPUs is unknown.
Tasks
- Compare render passes with dynamic rendering (+ local read) using GPU counters on the Galaxy S24 FE
- Write a decision note
Acceptance Criteria
- Decision note with measurements
Related
- Android plan task D7 · seniority Sr · local-only on
feat/android-platformuntil .NET 11 GA and CI support - Depends on: #237, #255
- Platform roadmap: #100
- Dominant language
- C#
- Stars
- 1
- Forks
- 1
- Avg merge
- 1h 48m
- Merged PRs (30d)
- 30
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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