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I know GPU prefetches textures and that's why dependent texture reads are slower, but how does it work and at what point that happens?


EDIT: Split the content of this question into others as suggested by trichoplax Here's a link to other questions:

How does Texture Cache work considering multiple shader units

How does Texture Cache work in Tile Based Rendering GPU

Is using many texture maps bad for caching?

Felipe Lira
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