Deferred rendering and low FPS
Members - Reputation: 100
Posted 21 March 2012 - 10:16 AM
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
Members - Reputation: 3828
Posted 21 March 2012 - 01:35 PM
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.
Members - Reputation: 172
Posted 22 March 2012 - 12:31 AM
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.