• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
YixunLiu

Can adjust rendering order improve performance much?

9 posts in this topic

Hi,

I would like to know if rendering opaque surfaces in front-to-back order (closer ones first, more distant ones last) can improve performance  much.

By 'opaque' I mean surfaces for which the DepthWriteMask is set to one in the depth-stencil state.

I think no matte we adjust order or not, the pixel shader needs to be performed. The difference is the output merge stage.  Does this improve performance much?

 

Thanks.

YL

 

0

Share this post


Link to post
Share on other sites

As long as your pixel shader doesn't write to the depth buffer, it doesn't need to be run at all if the fragment fails the depth test (that's one reason why writing to the depth buffer comes with big performance warnings).

So assuming that you don't screw with the depth buffer, sorting from front-to-back can save a whole lot of overdraw,

1

Share this post


Link to post
Share on other sites

I am confused about "it doesn't need to be run at all if the fragment fails the depth test".

The output merge stage gets color and depth from pixel shader output and then do depth and stencil test.

I think this means the pixel shader will run no matter if the fragment pass the depth and stencil test or not, right?

Thank.

0

Share this post


Link to post
Share on other sites

The logical order of the API and the physical order of the hardware doesn't have to match up exactly, as long as it behaves the same way.

If a clever GPU decides to do the depth-test before the pixel shader instead of after, there's no way for you to know -- the behaviour is the same... except that performance will improve... so GPU's will do this.

2

Share this post


Link to post
Share on other sites

Got it. Thanks. I got similar answer from other places.

https://gamedev.stackexchange.com/questions/26719/when-does-depth-testing-happen

"This is the idea behind the Early-Z optimization, where if you're rendering a pixel whose pixel shader doesn't change the depth, the hardware may never actually run the pixel shader (or, more likely, if a full 2x2 quad of pixels is occluded, then none of them will be run through the pixel shader). This is why you want to render a fully-opaque scene from front to back."

0

Share this post


Link to post
Share on other sites

You're welcome.  Just remember it is very important what API you're using.  Sorting by depth first on dx11 can actually cause worst performance because all the state changes.  DX12 is different not just in more draw calls but some state changes are cheaper.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now