Today i continued to struggle against the bad fps, so i started by creating a GPUProfiler class, which is basically a wrapper over a OpenGL extension.
With it i can get a precise evaluation of how much time pass between two lines of code, taking also in consideration the code run on the gpu.
Using this method i was able to profile the time used by the shaders, and it is pretty high for all of them. Since they all have in commond the 3, big textures used in deferred rendering, i figure that thhe problem is bandwidth related.
Tomorrow i'll try to reduce the gbuffer size and hope for better results
Nessun commento:
Posta un commento