Quote:Original post by NiGoea
my example: a 20k triangles map has 20 materials, so I average 1k triangles for call. I have three passes that involves geometry (depth, normal and final pass), so I end up with 60k sent in 60 calls. DAMNED SLOW.
How slow? There's no way 60k triangles or 60 calls to DIP should ruin performance that much. In addition, too many DIP calls would put a burden on your CPU, so what CPU s it you have?
Last, how do you know the 60 DIP calls are indeed the bottleneck?
And since you have nVidia hardware, you should learn to use nvperfhud if you haven't already
Good luck