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Home/ Questions/Q 8989927
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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T22:22:54+00:00 2026-06-15T22:22:54+00:00

For simplicity of the problem let’s consider spheres. Let’s say I have a sphere,

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For simplicity of the problem let’s consider spheres. Let’s say I have a sphere, and before execution I know the radius, the position and the triangle count. Let’s also say the triangle count is sufficiently large (e.g. ~50k triangles).

Would it be faster generally to create this sphere mesh before hand and stream all 50k triangles to the graphics card, or would it be faster to send a single point (representing the centre of the sphere) and use tessellation and geometry shaders to build the sphere on the GPU?

Would it still be faster if I had 100 of these spheres in different positions? Can I use hull/geometry shaders to create something which I can then combine with instancing?

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  1. Editorial Team
    Editorial Team
    2026-06-15T22:22:55+00:00Added an answer on June 15, 2026 at 10:22 pm

    I just so happen to be working with this at the same time.

    In terms of FPS, the pre-computed method would be faster in this situation since you can
    dump one giant 50K triangle sphere payload (like any other model) and
    draw it in multiple places from there.

    The tessellation method would be slower since all the triangles would
    be generated from a formula, multiple times per frame.

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