Today i managed to reduce the amount of texture data used in the deferred shading.
I reduce the color to 24 bits (instead of 4 floats) and the normals to 3 16-bit values.
The performance is way better, but i will have to make another two big optimizations:
1) Remove completly the position buffer, and built it back from the depth buffer
2) Pass only two axis of the normals, and build the third back
I know i can do these things, but i have not studied exactly how to do it.
In the next days i will have very little time, then i'll go back and do all these stuff
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