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Deferred rendering and low FPS

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Hi!
We made deferred rendering (one texture for surface of display, first rendering to a texture, next we use texture for rendering(in other technique) to BackBuffer(in future is screen).

In shaders we only use a multiplication matrix on the vertices. We don't use any lights and other things. We have one texture with size 512x512.

[b]FPS[/b] with parameter [color=#000000][font=verdana, arial, sans-serif][size=3]d3dpp->PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE is[b] 58[/b].[/size][/font][/color]

[color=#000000][font=verdana, arial, sans-serif][size=3]What is the problem?[/size][/font][/color]

[font=verdana, arial, sans-serif][color=#000000][size=3]Scene contains is about 560 000 triangles.[/size][/color][/font]

[color=#000000][font=verdana, arial, sans-serif][size=3]driver: 296.10 nvidia geforce Windows 7 64-bit[/size][/font][/color]
[color=#000000][font=verdana, arial, sans-serif][size=3]3.0v P & V shaders[/size][/font][/color]

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vsync forced in your driver's control panel?

Alternatively you could be doing something that is stalling the pipeline, and - especially if you're doing it multiple times per frame - that could account for low perf. Generally, trying to lock a resource that is currently in use by the GPU will do this, as will locking the backbuffer. So check for those.

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I'm not sure if you know what deferred shading is, or you might just have explained what you are doing badly.
Anyway here's a link: [url="http://en.wikipedia.org/wiki/Deferred_shading"]Deferred_shading[/url]

Stop looking at FPS and start looking at Seconds Per Frame.
And that fps sounds appropriate for deferred shading.

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