Jump to content
  • Advertisement
Sign in to follow this  
RobMaddison

Full screen render targets - how many?

This topic is 1963 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

Advertisement
In my last game (forward rendered), at a guess: 1 fullscreen FP16 rgba, 2 fullscreen 8-bit rgba, 2 half-resolution 8-bit rgba, and the 8-bit rgba back-buffer.
[edit] Also a full and half res D24S8.

Share this post


Link to post
Share on other sites

Some people prefer to re-use the same render targets as much as possible, and others would use a separate render target for each pass, which would make it easier to debug and do non-destructive changes.

Share this post


Link to post
Share on other sites
Hmm... I've just been playing with my layering and I've got a bit of a flaw. Here's what I do (or at least was planning to do).

Render game scene to render target
Post process render target
Blend render target with back buffer

Render HUD to 'other' render target
Post process render target (if reqd)
Blend render target with back buffer

And so on...

So when I render my scene to each render target, I clear it first (depth and colour), with 0,0,0,0 (so effectively transparent - I hope).

And my 'blend render target with back buffer shader' simply renders to the back buffer surface using:

BlendOp=ADD;
SrcBlend=SRCALPHA;
DestBlend=INVSRCALPHA;
AlphaBlendEnable=TRUE;

The problem is, this doesn't work properly. If I set the pixel output's alpha component to 0.5f in the blend shader, it kind of works but as you can imagine the game scene is half brightness as is the HUD scene.

I'm pretty sure I've missed something here - any ideas?

Share this post


Link to post
Share on other sites

Last time around, 4x FP32 for deferred shading and the final resolve. This time, 3xFP16 for light prepass, 2xFP16 for HDR post processing, 1x RGBA8 for LDR post processing, and then the final framebuffer. I'm in the camp of keeping things separate throughout stages, but memory isn't a concern for us.

Share this post


Link to post
Share on other sites

but memory isn't a concern for us

 

Really? How'd you manage that?

Current project's a custom installation and the min spec is GTX 690 or Titan cards in SLI. It's a nice way to work.

Edited by Promit

Share this post


Link to post
Share on other sites

very interesting thread...

 

gbuffer:

1 FP32 rgba bit (will probably be dropped once i reconstruct position from depth)

2 FP8 rgba

 

bloom:

1 halfsize FP8 rgb

 

distortion:

1FP8 rg

 

shadowmap:

1 2048x2048 FP8 r

 

light accumulation:

1 FP8 rgb

 

i guess im being very wasteful with memory, but optimizimg should be the last step of the process right? =)

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!