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mrheisenberg

OpenGL Is Clustered Forward Shading worth implementing?

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I'm referring to this: http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf there is also a video avaliable 

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the performance of this technique seems to scale perfectly for huge amounts of lights,but on lower amounts performs a little worse than the less advanced tiled culling method.The thing is - has there ever been a case where you will need 30 thousand lights in a scene?Plus,won't it get bottlenecked by generating shadow maps for all the lights(in the youtube video the lights just pass trough the bridge and under it).Unfortunately I couldn't test it's performance,because for some reason the provided demo won't start up(even tho I support OpenGL 3 and higher) and I've never done GLSL,so it might take time to get it to work.

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One thing I like about the tiled Clustered is that it become "cheaper" to handle transparent object. In the case of tiled deferred you have to build 2 lists, one that used the depth buffer for the light culling and one without. So yo can have a massive overhead on the transparent pass. With clustered 1 culling is necessary.

 

But again that depend of the light count (also clustered is a heavier in term of memory size if I'm correct) and the scene.

 

Also at the Siggraph Asia , they were a presentation about a 2.5D culling techinque that you can find here : https://sites.google.com/site/takahiroharada/

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the Z-prepass worries me,does that mean I have to do the tessellation twice as well?(tessellation already hits my FPS big time)

Edited by mrheisenberg

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you can also try to sort front to back instead, if you are vertex bound, that might give you better results. another approach is to use occluder object, you can get 90% of the culling as with zprepass, yet without the cost.

but tesselated geometry has another problem, you cover a lot of pixel just partially when AA is enabled, that increases the costs a lot in the pixelshader. something like POM might scale way better.

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how much vRAM do your GBuffers usually take up?GPU-Z tells me with 8xMSAA that mine takes around 350mb just for a position,color,normal,specular buffer.

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