Would generating a command list from multiple threads with deferred contexts have any noticeable gain on performance with a deferred renderer?I mean you aren't changing shaders for every type of material and instead you use a branch or some other way of determining the material inside the lighting shader and shader binding is the heavies state change,right?
Deferred rendering and deferred shading?
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Posted 28 January 2013 - 07:00 PM
If you've got 50,000 draw calls, it still might be using a decent amount of CPU cycles.
Put a timer around the part of your code that actually makes D3D calls. If it's too large, then it's worth optimizing.
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Posted 29 January 2013 - 02:15 AM
Who says you won't change shaders when you change materials? That would be assuming that every single material will fill the G-Buffer in the exact same way. As a really simple example, you might have a shader that does normal mapping and one that doesn't.