Hi!
We made deferred rendering (one texture for surface of display, first rendering to a texture, next we use texture for rendering(in other technique) to BackBuffer(in future is screen).
In shaders we only use a multiplication matrix on the vertices. We don't use any lights and other things. We have one texture with size 512x512.
FPS with parameter d3dpp->PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE is 58.
What is the problem?
Scene contains is about 560 000 triangles.
driver: 296.10 nvidia geforce Windows 7 64-bit
3.0v P & V shaders
3 replies to this topic
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#2 Members - Reputation: 3828
Posted 21 March 2012 - 01:35 PM
vsync forced in your driver's control panel?
Alternatively you could be doing something that is stalling the pipeline, and - especially if you're doing it multiple times per frame - that could account for low perf. Generally, trying to lock a resource that is currently in use by the GPU will do this, as will locking the backbuffer. So check for those.
Alternatively you could be doing something that is stalling the pipeline, and - especially if you're doing it multiple times per frame - that could account for low perf. Generally, trying to lock a resource that is currently in use by the GPU will do this, as will locking the backbuffer. So check for those.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
#4 Members - Reputation: 172
Posted 22 March 2012 - 12:31 AM
I'm not sure if you know what deferred shading is, or you might just have explained what you are doing badly.
Anyway here's a link: Deferred_shading
Stop looking at FPS and start looking at Seconds Per Frame.
And that fps sounds appropriate for deferred shading.
Anyway here's a link: Deferred_shading
Stop looking at FPS and start looking at Seconds Per Frame.
And that fps sounds appropriate for deferred shading.






