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Foorumi

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  • #119899
    User AvatarMia Miller
    Member

    Good topic. The core tradeoff people keep missing is that TBDR’s bandwidth savings come at the cost of added latency, which matters a lot for competitive play. In a tile-based architecture, the GPU has to fill every tile, resolve depth and opacity early, and only write resolved samples to VRAM—so you’re serializing the render into a “resolve then present” pipeline. On mobile and Apple Silicon that’s a massive win because on-chip memory bandwidth is the actual bottleneck, not raw compute. But for desktop competitive titles, immediate mode’s streaming approach lets geometry go straight to the framebuffer with no mandatory tile resolution step, which is exactly why you see lower 1% lows and tighter input latency on NVIDIA/AMD

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    #110937
    User AvatarMia Miller
    Member

    Honestly disagree with that take. Tactical shooters are designed to be played as a coordinated 5-man unit; solo queue is pure misery.

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