Performance question

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1 comment, last by ET3D 16 years, 7 months ago
I have a setup where I have a 'Screen' object that can contain multiple 'Viewports' for doing things such as multiplayer views on the same screen. I'm looking at different ways of displaying the individual user viewports on the main screen. If I render each viewport to a seperate rendertarget what would be a faster code path? Doing a StretchRect/CopySubResource of viewport image onto screen rendertarget or Rendering a quad with the viewport image on it? -WOsborn
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Try both and find out. Although rendering a textured quad is likely to be more efficient. Particularly if you use two rendertargets in a round-robin fasion. You'll get one frame of lag, but you should see a bit more performance from it.
I'd suggest using StretchRect because it allows your render targets to be multisampled.

Another option is to render directly onto the back buffer.

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