I noticed that in the case of feedback in TOPs with pixel addition and variable resolution (the texture grows with each frame) the fps really drains before the resolution reaches a considerable size. In fact if I include a little math and texture operations like displace or crop in the feedback, the fps drops to 3 in an instant. The same network in the old version 2023.12000 runs smooth like butter with 60 fps and huge textures.
I’m using this method for recursive division and I realized that my only option left is to start from scratch with a maximum size texture and transparent pixels. I imagine I understand why it’s cleaner and more efficient with a fixed resolution texture in a feedback, but that means 2023.12000 is so powerful that it doesn’t really care about resolution variation.
Has anyone experienced any other minor ‘weaknesses’ of TOPs operators lately?
Thank you massive, I love you guys.
