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).
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