[D3D11] Vertex Shader vs Instancing vs Geometry Shader

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4 comments, last by Ingenu 7 years, 11 months ago

Hi community

I compared 3 techniques to draw the same geometry in different locations. These are the results

https://nbertoa.wordpress.com/2016/02/02/instancing-vs-geometry-shader-vs-vertex-shader/

https://nbertoa.wordpress.com/2016/02/04/instancing-vs-geometry-shader-vs-vertex-shader-round-2/

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Good stuff. I was just recently wondering about the relative performances of these for my application. Thanks for the effort.

Thanks :)
Do you have the source available? Or, have you considered using a big static vertex buffer that doesn't get uploaded to every frame, and a SRV buffer bound to it for instance data? Then look up instance data using vertex ID.
Hi Dongleberry.

Having a large static buffer is a good idea. I should test that too. I think performance will not change too much because I am not moving a lot of data from GPU to CPU in Instancing Technique.

Source code is in https://github.com/nicolasbertoa/D3DBase. Feel free to modify and make your own tests.

Thank you for sharing your nice work, it would be nice to test on different hardware (Intel, ATi), because I suspect the conclusions will be different.

-* So many things to do, so little time to spend. *-

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