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PSSM performance #396243
03/04/12 16:24
03/04/12 16:24
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I just found out that tex2D inside an if or else statement prevents the use of dynamic branching. The solution is to use tex2Dlod instead, which will speed up the vp_pssm.fx a lot.
Just replace float fDepth = tex2D(sMap, vShadowTexCoord.xy + vOffset).x; with float fDepth = tex2Dlod(sMap, float4(vShadowTexCoord.xy + vOffset, 0.0f, 0.0f)).x;

Re: PSSM performance [Re: Slin] #396245
03/04/12 16:54
03/04/12 16:54
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Approved by me. Heavily increses the performance of my levels while looking just as good. laugh

Re: PSSM performance [Re: Rondidon] #396292
03/05/12 12:41
03/05/12 12:41
Joined: Jul 2000
Posts: 28,028
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,028
Frankfurt
Thanks! This will be changed.


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