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EarlyZ usage.
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b1s Offline
Member

Post: #1
EarlyZ usage.
Cant figure this thing out really.
Basically if I change the numbers of balls in the tutorial scene to 500
the early z starts to have a negative effect on the fps.
07-29-2011 08:48 AM
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Tottel Offline
Member

Post: #2
RE: EarlyZ usage.
I would guess it's a trade-off.

If you enable Z-culling, you will have to render less; BUT you need to spend resources calculating WHAT you will not render.
So at some point, it might get harder to do all the calculations. pfft

I'm no expert though, a better explanation would be advised. ^^
07-29-2011 09:29 AM
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Esenthel Offline
Administrator

Post: #3
RE: EarlyZ usage.
as in the Early Z tutorial source code:
Code:
EarlyZ is a technique of rejecting pixels which aren't visible

It works by rendering the object in additional pass only to the depth buffer

Advantage of EarlyZ is that it will make rendering faster because occluded pixels won't be processed many times

Disadvantage is that it requires additional pass of rendering, but fortunately it consists only of vertex transformations
07-31-2011 11:56 AM
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