Expected number of vertices processed by the vertex shader for one render pass, without considering the vertex cache.
Expected number of vertices processed by the vertex shader for one render pass, assuming an Average Transform to Vertex Ratio (ATVR) of 1. Approaching this result requires optimizing for locality of vertex references (see reorder).
References:
Number of vertex positions never used by any Primitive. If all
vertices are unused, this total will match UPLOAD
.
Expected number of vertices uploaded to the GPU, assuming that a client uploads each unique Accessor only once. Unless glTF vertex attributes are pre-processed to a known buffer layout, and the client is optimized for that buffer layout, this total will be optimistic.
Made by Don McCurdy. Documentation built with greendoc and published under Creative Commons Attribution 3.0.
Various methods of estimating a vertex count. For some background on why multiple definitions of a vertex count should exist, see Vertex Count Higher in Engine than in 3D Software. Totals for a Scene, Node, or Mesh will not necessarily match the sum of the totals for each Primitive. Choose the appropriate method for a relevant total or estimate:
Many rendering features, such as volumetric transmission, may lead to additional passes over some or all vertices. These tradeoffs are implementation-dependent, and not considered here.