Jump to content
  • Advertisement
Sign in to follow this  
stalef

FBO performance

This topic is 3737 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

What is the best approach performance-wise when using FBO, when I have to change rendertargets (for e.g ping-pong)? Is it better to use one FBO and change render target each time i need to do so, or is it better to have separate FBOs, one for each rendertarget combination? What I thing I'm asking is this; What is faster, changing rendertarget for an active FBO, or changing to another FBO?

Share this post


Link to post
Share on other sites
Advertisement
Depends on the setup. In your case I assume same render target size. In this case switching targets wins over switching FBO.

Share this post


Link to post
Share on other sites
Ups, sorry. In fact I change both target size and bit depth. The need for depth buffer will also vary. Will multiple FBOs be better then?

Share this post


Link to post
Share on other sites
On Vista changing FBO is slow. However on Linux and nVidia cards the contrary showed to be true. It depends therefore on the OS and hardware the app is running on. Best is to keep the same size and format. I simply use a grow-only target and use viewport and scissor if I need to render a smaller image.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!