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Passes in a real world game

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Hi everyone:

I have no experience in game developing so I want to ask you people a very simple question: How many passes do people actually use in the rendering of a real world game like starcraft2 and Crysis (If all the special effects supported are used)?

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Hi everyone:

I have no experience in game developing so I want to ask you people a very simple question: How many passes do people actually use in the rendering of a real world game like starcraft2 and Crysis (If all the special effects supported are used)?


Define "Passes". Full Screen post processing passes? Foward rendering passes? DrawIndexedPrimitive calls per frame?

If you really want to deconstruct existing games, try and run it through specific GPU profiling programs, like gDEBugger, PIX or Perfhud.

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