Re: [Crystal-cvs] SF.net SVN: crystal:[38861] CS/trunk/plugins/engine/3d/engine.h
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| Newsgroups | gmane.comp.graphics.crystalspace.devel |
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| Message-ID | <[email protected]> |
On 30.08.2012 23:23, Matthieu Kraus wrote: >> The benefit of performing sorting by material (or rather, shader) is >> that it reduces shader program switches. > > didn't think about that one tbh, but then again sorting by material > seems unlikely to result in a sort by shader as we have tons of > materials per shader and the sorting by material will result in a > quite arbitrary shader order. Hmm, I thought that the actual sort happens by shader, not material, but apparently I recalled incorrectly here. Actually sorting by shader (and/or variations) might be an interesting experiment. Knowing if/how much impact “shader batching” has would be good to know. > While the results weren't as big as I hoped, it yielded a notable > difference for me (up to 5% FPS improvement) while the difference > didn't seem to be notable on weltall's CPU bound system. Okay. But, the essence of my thought was we should (also) try to reduce the required CPU resources. Idea: assuming both “shader batching” and front-to-back are beneficial, perhaps some sort of hybrid might combine their benefits? Something like... you sort by shader, but if shaders are same, sort front-to-back. -f.r. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop
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