You are limited by transition to Real Mode where 16-bit IDT lives that's mean that your code is working in VGA mode and probably writing pixel data through I/O ports. While using graphics API's like DirectX or OpenGL CPU wil communicate with the GPU by using 32/64-bit ...
Data transfer APIs – Blocking/Core vs non-Blocking/DMA. Blocking mode: A read or write call does not return until the read or write transaction has completed. SSLDD 3.0 implements core mode as blocking mode. Non-Blocking mode: a read or write call does returns immediately, even if the ...
where 16-bit IDT lives that's mean that your code is working in VGA mode and probably writing pixel data through I/O ports. While using graphics API's like DirectX or OpenGL CPU wil communicate with the GPU by using 32/64-bit DMA engine to transfer vertex data, texture data etc......
Voxel engines need to maximize their use of parallelism (both threading and SIMD) and also to store the data efficiently in an octree or some other structure that can handle sparse data. If you are doing all these things and still not getting the performance you expect, it's...