Sign in to follow this  
Linuxhippy

How much does (glsl) multitexturing hurt?

Recommended Posts

Linuxhippy    122
Hello, I am currently playing a bit with texture splatting and it works quite well with 2 textures. However I would like to use 8 or 16 possible textures - and I wonder what impact this will have on performance. Is there overhead "in general", or only if I do texture2D lookups? Is it better to branch unescessary texture2D-calls away on PS3-capable hardware or is the branch even more expensive than texture fetches? Thanks, lg Clemens

Share this post


Link to post
Share on other sites
reiko    290
Benchmark! :D

Seriously though, it varies between types of hardware. In general, more recent hardware will handle the dynamic branching better, but it's impossible to say that one approach or another will definitely be faster.

Share this post


Link to post
Share on other sites
CadeF    421
From my benchmarks, I've found that more texture lookups are slower than dynamic branching. (Soft shadow mapping, multiple samples)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this