What approach developers take for handling large volumes of data??
I mean if i have hundreds of high resolution render target textures which i might need at different instance of time, whats is the best way???
I wont be able to keep all these data in GPU memory. Should i copy it to CPU memory and transfer to GPU when needed? Or there is better method.
I use GetRenderTarget API call for moving data to CPU.
I mean if i have hundreds of high resolution render target textures which i might need at different instance of time, whats is the best way???
I wont be able to keep all these data in GPU memory. Should i copy it to CPU memory and transfer to GPU when needed? Or there is better method.
I use GetRenderTarget API call for moving data to CPU.