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engine running slow?

Started by thedodgeruk 1 reply 1k views
Original Post
thedodgeruk
thedodgeruk
i am writing an engine , its a uni project , so the whole year is doing it,

its in directx10

some peoples engine/projects the render time decreases rappidly the further away they go from a group of objects , they have no frustrum culling in there project

mine stays constant no matter how far away the objects are .

in theres it kind of look like since there are not as many pixels that can be drawn, the shader does not draw them , but on mine it does

any one any ideas what it could be


DepthStencilState DepthWritesOn // Write to the depth buffer - normal behaviour
{
DepthWriteMask = ALL;
};

i have that on so ithought this sorted my z buffer out , but does it ?
L. Spiro
L. Spiro
If you want your speed to go up as objects get smaller on your screen, use Phong lighting.
If you use vertex lighting, the weight is bore by the number of vertices on your screen, not the number of pixels being filled.

More generally, putting more work into your pixel shaders and less in your vertex shaders will imply faster speeds with smaller on-screen objects.


L. Spiro
I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid
21st Century Moose
21st Century Moose
One possible explanation is that the others are using mipmaps and you're not. That would cause a smaller texture level to be used for far away objects, which would in turn draw them faster.
Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls. 

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