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Re: [SUB] Deferred PSSM Shadows Workaround
[Re: sivan]
#413913
12/19/12 16:09
12/19/12 16:09
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
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Hiporope and its pain
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I used 4x16bits floating point textures to render the world position and a 1x16bits floating point texture for the depth maps. Maybe you can change them to 32 bits images (14444 and 14) and tell us how it went  But that is not the real clue... Both render pipelines do same computations, but deferred one does once per screen pixel instead of once per polygon pixel. You can complicate or simplify both pipelines that you will get nearly same proportional performance. I did not look into Slins PCF technique, but in native pssm shadows there is a faster one. I simply choose the slower one to emphatize the deferring technique benefits. What I learned of this technique is that writing into a 4x32bits bitmap for the deferred lightening takes its time, and it has to be smaller than the time taken to direct render the overlapped polygons. If you render an nearly empty scenery, deferred techniques are slower.
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Re: [SUB] Deferred PSSM Shadows Workaround
[Re: sivan]
#413915
12/19/12 16:19
12/19/12 16:19
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
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did you use the native pssm shadows with the slow pcf technique on same level?
--- Yes, all the objects in the scene should consider that the rendering is deferred.
edited_____ I forgot to mention that both object materials and depth shader have a double sided rendering
Last edited by txesmi; 12/19/12 16:25.
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Re: [SUB] Deferred PSSM Shadows Workaround
[Re: Slin]
#413951
12/20/12 09:45
12/20/12 09:45
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
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thank you for the info! i should read more about samplers  but in native pssm sahdows...
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Re: [SUB] Deferred PSSM Shadows Workaround
[Re: txesmi]
#413995
12/20/12 22:39
12/20/12 22:39
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Joined: Jul 2004
Posts: 1,710
MMike
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Hey, it was dark, because im using a different color space profile.. But i forgot one thing, "to turn of the powerhybrid technology" (modern stuff..) now , after putting the CPU on the normal performance.. i get 20FPS , but i tweaked the script to lower the tree density : now i dont know the original value :S BUT the shadoow artificat its very notorious. Im using a laptop Core i7, GT650M :S Shadermodel 5.0, Cuda, and physX :S http://www.tiikoni.com/tis/view/?id=9f10b44
Last edited by MMike; 12/20/12 23:08.
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