RE: [Algorithms] Terrain performance comparisons
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From: Gareth L. <GL...@cl...> - 2003-07-30 09:50:23
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There is another issue with shader LOD (atleast on my current project) and that's passes. By removing per-pixel lighting (or bumpmapping) you can significantly reduce the number of passes required for a group of polys. > -----Original Message----- > From: Tom Forsyth [mailto:tom...@bl...] > Sent: 30 July 2003 08:33 > To: gda...@li... > Subject: RE: [Algorithms] Terrain performance comparisons > > > Ah, gotcha. Yes, you and Charles have a good point that when you > simplify shaders you can also merge previously different shaders into > one. Which decreases the setup time and increases your batching and > enables more LOD than you could have had otherwise. > > There's still annoyingly hard limits on how much you can use > batching to > improve speed - you still have to get those diffuse textures and > orientations and bone matrices to the hardware somehow. But > at least you > can render the whole person with one shader rather than the > 20 you would > use up-close. > > Very true. I'll be over here eating my humble pie. > > TomF. > > > -----Original Message----- > > From: gda...@li... > > [mailto:gda...@li...] On > > Behalf Of Jonathan Blow > > Sent: 30 July 2003 08:00 > > To: gda...@li... > > Subject: Re: [Algorithms] Terrain performance comparisons > > > > > > Tom Forsyth wrote: > > > > > Shader LOD is less compelling to me than geometry LOD. If you have > > > pretty much any sort of LOD - even static levels - then > > you're going to > > > be drawing (very) roughly constant-area triangles. So your > > > vertex-processing load per pixel is roughly constant. And > > obviously your > > > pixel load per pixel is constant (excepting overdraw, which > > you can't do > > > much about using LOD - you need occlusion algos, which is > > orthogonal to > > > the problem). > > > > I think we are thinking about shader LOD for different reasons! > > > > It sounds to me like you're saying, the purpose of shader LOD > > is to make > > far-away pixels cheaper to draw, and that's not really so > > important in the > > grand scheme of things. (Correct me if I am > misunderstanding you). > > > > That is not at all why I think shader LOD is important. > > > > The phenomenon I am worried about is that if you don't > merge shaders, > > then there is an artificial limiter on how much you can LOD > > your geometry, > > because you can't merge triangles that use different shaders. > > So what you > > end up with is, past a certain distance, a lot of small batches of > > triangles that just won't reduce any further. Your LOD is prevented > > from operating. And it's really slow to submit all those > > batches to the > > hardware, due to all the context switching. > > > > I am not worried about the amount of time it takes to > > actually render a > > single pixel (which is why I was dreaming about a world in > > which we use > > one shader for everything, and just data-drive its parameters). > > > > -Jonathan. > > > > > > > ------------------------------------------------------- > This SF.Net email sponsored by: Free pre-built ASP.NET sites including > Data Reports, E-commerce, Portals, and Forums are available now. > Download today and enter to win an XBOX or Visual Studio .NET. > http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet > _072303_01/01 > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > |