Comment by TuxSH
2 hours ago
> Good instinct, the bottleneck is on the CPU side though.
Have you, or rather your agents, tried to identify which CPU functions were the bottlenecks (e.g. in citro3d, perhaps)?
I find it surprising that your stuff is CPU bound. Are you doing one command-list submission for _both_ eyes (with one drawcall for each)? This should be relatively simple, only require viewproj matrix changes and avoid CPU<>GPU roundtrips.
If not, you are going to hit IRQ dispatching costs as well as shardmem dispatching costs as well as other costs.
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