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This many points is surely out of scope!

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Aras Pranckevičius

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This many points is surely out of scope is an August 2025 blog post by Aras Pranckevičius on upgrading Blender video sequencer scopes and measuring dense GPU point rendering.

It covers HDR waveform and vectorscope needs, moving scopes from CPU bitmaps to GPU point sprites, Apple GPU slowdowns when many alpha-blended points land on few pixels, 2x2 quad overdraw, a multi-GPU WebGPU study comparing hardware points to a simple compute atomic approach, and shipping compute-based scopes for Blender 5.0 with measured playback FPS gains.

It is for advanced graphics and engine programmers interested in rasterization limits and Blender internals. Compute shader or WebGPU familiarity helps interpret the charts.

The article is a free blog post with benchmark charts and references to a small WebGPU test and a Blender pull request.

It is useful when blended point clouds collapse spatially and fixed-function point rasterization becomes the bottleneck.