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performance - How do I budget my fragment shader pipeline?

I'm making a 2D pixel-art game in Godot. Besides drawing a whole lot of sprites, I'm thinking of doing a lot of fancy things with the fragment shader, like using cellular automata to update the persistent world in the background.

However, I need to better understand what the hardware is capable of to translate such ideas into reality. Some specific questions:

  • If my manufacturer says my GPU has a fill rate 60 GT/s, does that mean I can draw 1,000 1024x1024 textures on top of each other every frame, (assuming 60fps)? Would it make a difference if I drew 256,000 4x4 textures, or a single 32,768x32,768?
  • I have read that texture lookups can be expensive. What spec will help me understand the costs of such an operation?
  • What performance costs are associated with running multiple shaders each frame?
  • If I draw pixels to a render target, can I look up that texture in a different shader later down the pipeline? Would this cause any special performance issues?

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