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Deferred rendering and low FPS


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#1 Далер Ахметов   Members   -  Reputation: 100

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Posted 21 March 2012 - 10:16 AM

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

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#2 mhagain   Crossbones+   -  Reputation: 7803

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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.

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.


#3 Void12   Members   -  Reputation: 182

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Posted 21 March 2012 - 10:38 PM

Lock of backbuffer does not take any effect.

#4 Molle85   Members   -  Reputation: 172

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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.




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