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Update from 17.09.2019 - Optimization, Step 1 - done (I hope)


pervokpetr

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New update was sent, some of members will receive update tomorrow. I did a bit more optimizations, removed another couple render targets and change some shader code - this is for non msaa rendering. For msaa rendering I removed one msaa render target, succeded with avoiding several resolve operations, so it should work a bit faster, also resolved some problem with msaa rendering, but I'm not happy with results anyway. As many in net told MSAA not designed to work with Deferred Rendering, it should be used with forward rendering where all msaa operations performed on hardware level. Now I agree with this people, msaa with deferred works bad - it create very good results on G-Buffer filling (resolved normals, albedo or PBR textures looks very good), but further operations - lighting calculations and post effect became too expensive (performance and amount of code) and produce artifacts that broke antialiasing effect - sucks, another one fail for hook5. With this I will try implement only hairworks MSAA - hope this will improve hairworks rendering, but will keep performnce on acceptable level.
 

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