From 84666523e9a278ac95ca43dbaa534e8aaaf3ebd2 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Mon, 25 Feb 2019 22:08:53 +0100 Subject: 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. --- src/shader/code/collide.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/shader/code/collide.glsl') 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 -- cgit v1.2.3