Deferred rendering and low FPS

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2 comments, last by Molle85 12 years ago
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.

FPS with parameter [color=#000000][font=verdana, arial, sans-serif]

d3dpp->PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE is 58.[/font]

[color=#000000][font=verdana, arial, sans-serif]

What is the problem?[/font]

[font=verdana, arial, sans-serif][color=#000000]

Scene contains is about 560 000 triangles.[/font]

[color=#000000][font=verdana, arial, sans-serif]

driver: 296.10 nvidia geforce Windows 7 64-bit[/font]
[color=#000000][font=verdana, arial, sans-serif]

3.0v P & V shaders[/font]

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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.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

Lock of backbuffer does not take any effect.
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: Deferred_shading

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

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