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Question by Peaj · Feb 15, 2018 at 02:48 PM · performance optimizationmatrixcompute shader

Efficient Multiplication of array of matrices

Im trying to update an array of matrices with the rotation of their parent object. However the matrix multiplication seems to be extremely slow, needing 5-6ms for around 2000 matrices. Thats my current (straight forward) implementation:

 this.worldMatrices[i] = matrix * this.worldMatrices[i];

Can anybody help to opimize this?

I already thought about adding an additional matrix to the shader, but this would require an update of each shader and would not work nice with our shader graph editor. Maybe even a compute shader? But I'm not sure if this might be overkill or even bring any performance enhancement for just 2000 matrices

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