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authorAdrian Kummerlaender2019-02-25 22:08:53 +0100
committerAdrian Kummerlaender2019-02-25 22:08:58 +0100
commit84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 (patch)
treea94d35ceff5bed3f6389e274afe557ec6536754a /src/shader
parent9ed8efcc53f54dce8ec34279e47df851693854ec (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.glsl2
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