How far away are we from being able to represent the GPU state and rendering instructions with simple datastructures ready to be submitted wholesale to the driver?
How far away are we from being able to represent the GPU state and rendering instructions with simple datastructures ready to be submitted wholesale to the driver?
And then render based on delta and interpolate movements.
Using a time delta would give different results when doing non-linear stuff. Like applying forces. It's different to apply "force * dt" vs doing "force * 0.5dt" twice. Also if you use a big dt you could end up going through walls or similar. So therefore the physics engine should run at defined ticks in most instances, or it will behave differently based on framerate.
And I can’t think of any reason why you’d combine them.
Recording it is still command driven but trying to give an entire app scene in one go is really messy. We tried this internally on our gpu before Vulkan.