Jump to content
  • Advertisement
Sign in to follow this  
duskndreamz

Probably Simplest DirectX Question on Viewports

This topic is 2691 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

Hi all,

I am trying to render 4800 x 900 using my application.
But due to the extremely large rendering area, i was thinking of rendering to 2400x 450 first and then somehow stretch it to fit to 4800x900.

I just have 2 queries

1. Will this act be beneficial in terms of FPS
2. How to do this, i am currently rendering 6 viewports on the 4800 x 900 screen, if i reduce to half the size, then how do i finally stretch it in the end.

Share this post


Link to post
Share on other sites
Advertisement
[font="Calibri"]1.[/font] [font="Calibri"]It depends. If you are pixel shader limited it should help. In any other case it’s unlikely[/font]

[font="Calibri"]2.[/font] [font="Calibri"]You need to render to a texture first and the render this texture to your final back buffer. During this step you can stretch it.[/font]

Share this post


Link to post
Share on other sites

[font="Calibri"]1.[/font] [font="Calibri"]It depends. If you are pixel shader limited it should help. In any other case it’s unlikely[/font]

[font="Calibri"]2.[/font] [font="Calibri"]You need to render to a texture first and the render this texture to your final back buffer. During this step you can stretch it.[/font]


I am using a pixel shader to render spotlights, so i guess it would make a difference there

But regarding rendering to a texture, wouldn't rendering it to a texture and then re rendering it to the screen cause more loss ( in terms of fps) then gain

Share this post


Link to post
Share on other sites
[font="Calibri"]This additional transfer will have its price. That’s the reason why I noticed that you should be pixel shader limited. If you are doing only simple operations without a high overdraw the limit is more likely the raster operation processor (ROP) or the memory interface. In this case rendering to smaller targets would not help. [/font]

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!