notarget Skrevet 11. august 2004 Skrevet 11. august 2004 Få en ytelse på 40% i Doom 3! Bare til ATI skjermkort. Link “When I read the shader it striked me how many texture accesses it did compared to the relatively short shader, even for stuff that could just as well be done with math for a small cost in instructions. Using a dependent texture lookup for POW evaluation makes a lot of sense for R200 level hardware due to instruction set limits, but for R300 and up it's much better to just spend the three cycles it takes to evaluate POW with math instead of risking texture cache trashing with a dependent texture read, which may be much more costly, especially since the access pattern in this case will be far from linear. Also, using math improves the quality too, even though it may not be very noticable in this game”
Blib Skrevet 11. august 2004 Skrevet 11. august 2004 Her: http://forum.hardware.no/index.php?showtopic=279312&hl=
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