1
vote
1answer
61 views

Component-wise GLSL vector branching

I'm aware that it usually is a BAD idea to operate separately on GLSL vec's components separately. For example: //use instrinsic functions, they do the calculation on 4 components at a time. float ...
5
votes
2answers
295 views

How can I optimize a parallax effect consisting of multiple transparent layers?

I have a parallax effect in MonoGame consisting of multiple semi-transparent layers of textures. The effect is simple, but rendering multiple transparent layers on top of each other is rather slow. ...
2
votes
2answers
290 views

How can I remove branches from a fragment shader function?

I have a fragment shader, when I've carefully managed to remove most branching decisions, as I have found out through research here that they are bad. But I have one function that I just can't work ...
0
votes
2answers
251 views

Which code is faster to convert -1 to 0 and 1 to 1?

I'm writing a shader for rendering the sides of triangles with different colors. I have a value mediump float back = dot(V, N) which is positive if the normal faces away from the camera and negative ...
2
votes
1answer
10k views

Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing ...
0
votes
2answers
158 views

GPU optimization question: pre-computed or procedural?

Good morning, I'm learning shader program and need some general direction. I want to add noise to my laser beam (like this). Which is the best way to handle it? I could pre-compute an image and pass ...
1
vote
1answer
300 views

Intercepting DirectX calls and optimizing the overal performance of games

I would like to use a DirectX proxy dll to intercept (and possibly optimize) the graphics calls being made by normal PC games. I am going to "screen cast" a game with ffmpeg or something similar and ...
3
votes
2answers
994 views

Which is worst: Too many VertexShader instructions, or FragmentShader instructions?

I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...