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#Actualgnomgrol

Posted 13 August 2012 - 01:05 PM

Thanks for your concern.
Currently I am sending 256*256*6 indices for 256*256 vertices (with pos and texcoord). Drawing 50 of those with DrawIndexedInstanced. Instancedata is just setting X and Z offset , and the vertex and pixelshader are pretty basic. Just one rendertarget, everthing else basic also. It's the only thing I'm doing per frame. The FPS fall down to 10. I dont really get why this is happening. Is this really already to much data to send?
When I throw the DrawIndexedInstanced line out, FPS go up to 350.


How can people do something like that maintain a decent performance???

#2gnomgrol

Posted 13 August 2012 - 01:04 PM

Thanks for your concern.
Currently I am sending 256*256*6 indices for 256*256 vertices (with pos and texcoord). Drawing 50 of those with DrawIndexedInstanced. Instancedata is just setting X and Z offset , and the vertex and pixelshader are pretty basic. Just one rendertarget, everthing else basic also. It's the only thing I'm doing per frame. The FPS fall down to 10. I dont really get why this is happening. Is this really already to much data to send?
When I throw the DrawIndexedInstanced line out, FPS go up to 350.


How can people doing something like that maintain a decent performance???

#1gnomgrol

Posted 13 August 2012 - 01:03 PM

Thanks for your concern.
Currently I am sending 256*256*6 indices for 256*256 vertices (with pos and texcoord). Drawing 50 of those with DrawIndexedInstanced. Instancedata is just setting X and Z offset , and the vertex and pixelshader are pretty basic. Just one rendertarget, everthing else basic also. It's the only thing I'm doing per frame. The FPS fall down to 10. I dont really get why this is happening. Is this really already to much data to send?
When I throw the DrawIndexedInstanced line out, FPS go up to 350.

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