Hi all,
I’m building an interactive big data visualization software with Unity right now and I’m planning on using compute shader to draw on rendertexture or construct mesh.
I’m surveying the limitation when comes to the scale of the data. Is there a place I can find out the max size of ComputeBuffer size? This is the closet post I can find right now:
Another question I have is how expensive is allocating NativeArray to compute buffer? I tried allocating a float array with a length of 30,000 and it took 0.28ms according to the profiler. So I’m good with the current use case I guess. But I’m curious When I will hit the bottleneck.
Cheers!