Drawing Text Isn't Simple: Benchmarking Console Vs. Graphical Rendering
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Text RenderingPerformance BenchmarkingConsole vs Graphical Rendering
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Text Rendering
Performance Benchmarking
Console vs Graphical Rendering
The article compares the performance of text rendering in console and graphical environments, sparking a discussion on the complexities and trade-offs involved in text rendering.
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The floating menu with the frosted glass effect seems to be causing the problem, remove that div in F12, fix it. What’s the reason behind this?
You should be able to hit 1000 fps with most modern GPUs, and the code is fairly simple after youve got the buffers and shaders set up.
Also, monospace (and implicitly, Latin) is doing a huge amount of lifting in your comment.
If GPU is cheap and CPU is expensive, draw one tri every frame and don't worry about the rest. If CPU is cheap and GPU is expensive, do a glyph per quad and some basic dirty rectangles if needed.
https://www.youtube.com/watch?v=lStYLF6Us_Q&t=1472s
Casey refers to it as "backwards" rendering - starting from the pixel location and determining what should be drawn there, vs. "forward" rendering where you have things you want to draw, and you determine which pixels they will be drawn in.
Sounds much like "backwards" raytracing in 3D, except with some special rules for an orthographic projection.
I know that "except with" makes it sound like a narrow refinement, but I suppose the history of computer display hardware likely has it the other way around.
I agree, but even this article seems to oversimplify.
> You can't really optimize texture copies much more.
Did the author try packing the textures in an atlas?
Texture atlases can improve performance significantly since then you can use instanced draw calls to draw a whole bunch of glyphs at once.
There's even more depth one can go into here: subpixel positioning. To correctly draw glyphs that may be on subpixel positions, you need to rasterize and cache glyphs separately for each subpixel position (with some limited amount of precision, to balance cache usefulness and accuracy).
However I have a feeling that describing an entire Unicode-aware text stack here may not be useful, especially if TFA seems to only care about simple-script monospace LTR.
Computing a bitmap for a glyph is expensive because of all the splines and whatnot.
https://freetype.org/freetype2/docs/tutorial/step1.html#sect...
EDIT: The screenshot sure looks like Console Host.