@HietpasGames wrote:
Hi,
First, a thank you to all those who maintain the Monogame framework. It is a great framework.
Is there a limit to how many RenderTarget2Ds you can use or have in a game? I don't want to box myself into a corner later in development. I remember reading something in the past about xbox limitations? I don't see why there would be, it is just a child of Texture2D with IRenderTarget. The primary system this is for is PC but I might release on xbox or playstation.
Background on why:
My game has the ability for the player to design a lot of stuff. I have a texture merge process in my game. Rather than using GetData/SetData on textures, I merge textures in a RenderTarget2D once and cache that texture in the entities render component. This way all draws just simply draw one texture instead of layers. One draw loop might take a small hit to make a cached texture but all next draw loops after never have to deal with it.I currently can render about 7000 entities and maintain 60fps with SynchronizeWithVerticalRetrace and IsFixedTimeStep set to true IN debug mode. Also collision detection is running, menus, AI logics and various other systems. Also this is all with an i5 with cpu graphics (I think 4400).
Thanks,
David
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