820 billiard balls floating in the sky

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Published on ● Video Link: https://www.youtube.com/watch?v=OGQaq5WxSNc



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This is the most that I can render with the current architecture. Each ball adds 80 bytes of memory in the pixel shader constant buffer, so I am hitting the max limit of 65,536 bytes per constant buffer.

The reason I send all of the balls to the pixel buffer is so I can eventually do raytracing on them. Each ball needs to know where every other ball is in the pixel shader. Maybe I could do better if I change to use a computer shader. But I haven't learn how to use those yet.