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Aqua Costa

Is this normal?

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I finally finished the implementation of light pre pass in my engine, but the performance dropped a lot...

My project uses blinn-phong lighting and normal mapping and basic PhysX-powered collision detection with MSAA 8 samples with quality = 16 and its running at slow 44-45 fps.

Well I still have to make some optimizations like running per-sample shader only in edges, use depth-stencil buffer from G-Buffer pass in material pass and some other things...

But I full scene have less and 4000 vertices in a resolution of 1440*900 so I guess 45 fps is lower than it should be because I can play games like Far cry 2, Fallout 3 at maximum quality very smoothly.

I got a nVidia GeForce 9800 GT GPU and a Intel Pentium Dual Core 2.60 Ghz GPU.

So what you think? is 45 fps normal or I'm probably doing something wrong?

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There's lots of optimization techniques you've probably missed out, and comparing your renderer to that of a AAA title seems pointless. They've got some great software engineers working on the renderer code using the well optimized code/techniques.

Anyway, how are you rendering the lights? If you're rendering full-screen quads, you could try to render spheres/cones other volumes instead... this will minimize the fillrate when rendering the lights.

The Light Pre Pass technique renders the scene geometry twice right? Couldn't you just switch to a standard deferred approach? or even a standard forward renderer?

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