Original Post
Hi there again! I have a problem regarding multiple render targets, especially the performance I get when using them. I have a scene that I used to render at 530 fps using a simple N*L lighting shader and a single render target. Now I gave multiple render targets a try, and setup 4 render targets. The shader that fills these 4 RTs is even more simple than N*L lighting, it justs fills them with the info already computed by the vertex shader and does a texture read, so even less than the per pixel N*L I did before using MRT. But of course it fills 4 render targets. Now I get just 130fps, which is less than a fourth of the 530fps before. The render targets are created using D3DUSAGE_RENDERTARGET and in D3DPOOL_DEFAULT. Render target 1,2 and 3 are D3DFMT_X8R8G8B8, render target 4 is D3DFMT_R32F (contains depth). Is it normal to get such a performance drop? If it is, why should I even bother using MRTs? I could just render the whole scene 4 times and should be at about the same time. If it is not (which I surely hope) what should I consider when using MRTs to increase performance?