Triangle Size

On PowerVR hardware, an application should try to avoid small triangle sizes, in terms of pixel coverage (area), especially dipping below 32 pixels per primitive. Rendering triangles smaller than this size will impact the efficiency of rasterization, which could potentially lead to a bottleneck.

Submitting many tiny triangles will likely result in the hardware spending a large amount of time processing them in the vertex stage, due to the number of triangles rather than the size. This is specifically with the tile accelerator (TA) fixed function hardware, which could potentially result in a TA bottleneck. Many small triangles will result in an increased number of accesses to the parameter buffer, which is located in system memory. This will increase the memory bandwidth footprint.

Note: Sub-pixel triangles (triangles that cover less than a single pixel) will be discarded by the hardware.