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author | Adrian Kummerlaender | 2019-02-25 22:08:53 +0100 |
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committer | Adrian Kummerlaender | 2019-02-25 22:08:58 +0100 |
commit | 84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 (patch) | |
tree | a94d35ceff5bed3f6389e274afe557ec6536754a /src/shader | |
parent | 9ed8efcc53f54dce8ec34279e47df851693854ec (diff) | |
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Add LUPS reporting and fix glaring oversight
The GLFW window rendering loop used to dispatch the compute shaders was
restricted to 60 FPS. I did not notice this because I never actually
measured the computed lattice updates per seconds in addition to trying
to push the GPU to its limits. Turns out the lattice sizes I commonly
use can be updated 500 times per second comfortably… Now this looks more
like the performance gains promised by GPU computation.
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/code/collide.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 230f02e..8755a3d 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -20,7 +20,7 @@ const float weight[q] = float[]( 1./36 , 1./9., 1./36. ); -const float tau = 0.6; +const float tau = 0.65; const float omega = 1/tau; /// Vector utilities |