Today I built another scene for the presentation of tomorrow.
I decided to create a scene that really shows the power of the deferred rendering, so I just rendered a single plane with 1024 point lights on top.
I made them quite intense, but I set the attenuation to a very high value, in order to reduce the bounding boxes of the lights.
The performance is exactly 21 fps. I say exactly, because it is incredibly constant, probably because the scene is quite simple, and the engine behaves in a very predictable way. I also noticed that I can make the bounding boxes quite a lot bigger without impacting the value, so I guess that the bottleneck is not even the amount of fragments rendered, but the number of draw calls required by the lights.

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