So I expect the GBuffer pass to be fast regardless of the scene complexity, because rasterization IS fast, and invisble pixel are discarded because the zbuffer is already filled.
But this doesn't happen.
A scene with 100.000 tris is WAY WAY slower than a scene with 5.000 tris. Vertex processing and rasterization is supposed to be fast, and with zbuffer already filled, the pixels should be computed exactly one time.
I even tried rendering a stupid fullscreen plane with a very low depth, causing all the geometry to be discarded. But this doesn't change anything. GBuffer pass keeps being slow, depending of tris number. Doesn't have sense for me.
I really can't understand WHY !
Could you help ??
THANKS
