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Visibility rendering using traditional vertex/fragment shaders does 39 million tris in about 3.6 ms
With my newest renderer I can push 314 million triangles in about 6 ms right now
And this is just visibility, factoring in material evaluation of traditional deferred it would be at least like 10x worse. Meanwhile everything expensive about materials is completely independent of geometric complexity in my renderer
Literally me rn: https://youtube.com/watch/...
(cant include image because devrant doesn't want to)
rant
graphics dev