I had a problem in camera and objects movement which was not smooth and the scene looks like vibrating and I posted this question Smooth movement then I make a linear interpolation for translation and spherical interpolation for quaternion but the problem is not solved, after 7 days I finally solved it, the solution was the precision, in my shaders it was medium once I change it to high everything works fine, as I know the highp takes 12 bytes and the medium takes only 8 bytes so will this affect on the performance in case of OpenGL ES?
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Yes, using highp
can impact performance compared to mediump
, both in terms of data size in memory and computational throughput.
Generally you need to use highp
for vertex positions and texture coordinates, but can fall back to mediump
for everything else. Don't globally use highp
for everything - that's expensive.

solidpixel
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how to make gl_FragCoord is highp without use global `precision highp float` – Xt Z Jun 08 '23 at 08:29
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1Use `#version 300 es` shaders (OpenGL ES 3.0), and it's `highp` by default. – solidpixel Jun 08 '23 at 08:45