Hi everyone,
I am developing some generative code for shaders to get lower CPU usage.
I get huge CPU penalty (~0.060ms vs 0.013ms for GPU time) by just binding time (beat rampbar, absTime.seconds results are the same) as a uniform.
In my understanding this is the root cause of CPU usage.
I’ve learned already that uTime is unavailable in for GLSL TOP/MAT.
What is the best practice to pass any type of passing time in TD to keep CPU untouched (or less used)?
This is CPU time spent evaluating the parameter. Likely doing it via CHOP export is the fastest way. But it’s still quite a negligible amount of time so I would suggest ignoring such tiny cases like this. A lot of this will also be overhead, so if you are evaluating other parameters in the node (which would be common), there would be some ammonization of the time between them. You can likely find gains that are orders of magnitude larger in other places in your file.