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Making gl2 renderer two times faster... - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: Making gl2 renderer two times faster... (/showthread.php?tid=1738) |
Making gl2 renderer two times faster... - NaN - 08-01-2013 While collecting performance data with the new shaders(disney brdf) I've identified an interesting bug in graphics config parser. It will load the last draw layer of a draw pass twice, means they will be rendered two times. The fix is very simple and gives about 50-80% more fps (on my dev machine, gl2 nofbos config). There is another anomaly I'd like to check, but I think this one might be worth a new build. PS: The speedup for gl2 deferred will be most probably lower, as the heavy shaders are the post-processing (deferred) ones, which are not affected by this bug. RE: Making gl2 renderer two times faster... - lucifesta - 08-11-2017 Hello , this is an old post but I hope you remember about it. I am using an old version of Vdrift for several years in a neurosciece project. Due to several issues I can not move on from 2007 version. Do you think this bug fix would increase performance for the 2007 code as well? If so could you please provide a few more details. Thank you for your time. RE: Making gl2 renderer two times faster... - NaN - 08-12-2017 Some time around 2011 vdrift moved to data driven graphics system, using text files to define rendering passes etc. The bug was in the draw pass group/layer parser. You should not be affected by it (I think). |