RE: [Algorithms] Terrain performance comparisons
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From: Tom F. <to...@mu...> - 2003-07-30 10:13:58
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Not sure what you're getting at. There is nothing you can do to reduce fillrate in a scene - objects have to be the required size - you can't magically draw fewer pixels for them. What you can do is add more geometry for "free", but if that's not useful geometry - who cares? Does a flat wall benefit from more polys? In general doing shader LOD to reduce fillrate isn't helpful - big things consume lots of fillrate and pixel shader power with fancy shaders, but they need to - they're big and important! Small things can use much lower-quality shaders, but... they're small. You don't save much fillrate by lowering shader quality becaue they cover few pixels. This was (sort of) the point I was trying to make. I think the point that doing shader LOD allows you to do better batching and hierarchial LOD is far more important. Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: De Boer [mailto:be...@ii...] > Sent: 30 July 2003 09:45 > To: gda...@li... > Subject: RE: [Algorithms] Terrain performance comparisons > > > Everyone should read the latest GD mag about fill rate bound > and transform > bound geometry - "Stop Hitting the BOTTLENECK". Basically if > you have large > walls you may have much more fill stuff happening then > transform. Often both > can occur in parallel and so an object spends more time doing > fill, then it > is fill bound. > > If you have a large polygon that has 4 passes doing fancy > bump mapping, > surely its the shader LOD that is more important since it will be fill > bound. Of course if all your geometry is highly tesselated > and in one pass > then yes geometry LOD is more important and more > "compelling". I recon in > general shader LOD is just as important then geometry LOD (of > course in > particular scenes one may be more useful then the other). > > >>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). > > -Ryan De Boer > > > > ------------------------------------------------------- > 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 |