This many points is surely out of scope! · Aras' website
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A detailed exploration of optimizing Blender's video editing scopes for HDR content by moving calculations from CPU to GPU. The author discovered that rendering millions of points using traditional GPU rasterization performs poorly on Apple GPUs, especially when many points overlap. Through extensive testing across 30+ GPU models, they found that a simple compute shader approach consistently outperforms built-in point rasterization by 1.5-10x, even with atomic contention. The solution improves Blender's scope performance from 1.1 FPS to 14.1 FPS while adding better HDR support and visual quality.
Table of contents
Making scopes more ready for HDR…move Scopes to the GPURendering points on a GPUBlender Scopes on the GPU, with a compute shaderSort: