Doing some very crude by-hand profiling. As I expected, forests are the most problematic thing. Hope that slapping a single low-LOD model for faraway trees will fix that :)
@lisyarus@TomF Then, all that's left is the vertex or fragment shader. If you're saying it's polycount, maybe simplifying the vertex shader is an option? Or frustum culling?
@fell@lisyarus Usually not the shading as such - it's the assembly of the shaded vertex data into triangles and setting up the interpolants. That's all data movement inside the chip, there's lots of caches that you don't control, and because those are all full-fat float32s with no compression possible, it's a big chunk of data, and that can easily be a bottleneck.
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