Question about instanced rendering performance
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Posted 22 November 2012 - 09:05 PM
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Posted 23 November 2012 - 07:08 AM
I use instancing in my projects for every drawn mesh and I don't make difference if there is just 1 instance or 100. This way I have only one shader for each case instead of 2 (because typically instancing shader and single object rendering shader are slightly different).
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Posted 23 November 2012 - 08:25 AM
Personally I do the same as kauna here: if a model type is a candidate for instancing then I always draw it using an instanced path. The reasoning is also the same: being able to just have a single shader, and also a single code-path in my C++. If there is a performance hit then I accept that (a) it's going to be small, and (b) it's a fair tradeoff for the increased code simplicity.
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.
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Posted 23 November 2012 - 12:28 PM
Meanwhile, people have abused instancing for implementing tesselation on NV40 hardware (which means using instancing on a per-triangle scale!). The performance is in my opinion entirely acceptable [Tatarinov08].
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Posted 23 November 2012 - 02:01 PM