Utilities for Performant Graphs
This article provides details on various nodes and techniques that can be used to design efficient MetaGraphs.
This page is a stub. This means that the information on this topic will be significantly expanded in the future. What is currently on this page is an incomplete picture.
Note nodes: Cache, Query 2D, Run on GPU
Note: Single-length buffer is functionally the same as a uniform. So you don't ever need to worry about making things uniform for perf reasons; if you plug a constant value (like a parameter or something) into a buffer pin, it'll have the exact same perf overhead as plugging that into a uniform pin.
Read more at Buffers and Uniforms.
Curves do not work on the GPU, so if any part of your graph runs on the GPU (i.e. for detail textures) and uses a curve, this will cause a copy back and forth, dramatically slowing down generation times. For better performance, using math operations to replace curves is preferred.
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