I already blogged a couple of times about LODs for pixel shaders, so this is a quick update on the subject. Very quick, I'll say everything in one sentece, so be prepared and don't miss it:
Having geometrical LODs (less vertices/polygons) has also a (not small) impact on pixel shader performance, as the GPUs always process pixels in 2x2 quads, and so partial quads of a rasterized polygon waste pixel shader resources (as "unused" pixels in the quad will be processed and the discarded)
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