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Timeline for Optimizing a deferred renderer

Current License: CC BY-SA 4.0

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Oct 4, 2021 at 12:07 vote accept Twometer
Oct 4, 2021 at 12:07 answer added Twometer timeline score: 1
Oct 1, 2021 at 15:18 comment added Twometer @MaximusMinimus I noticed that the further away I get from the scene, the less time the light step takes. Also when I look away from most of the lights, it will also disappear. My lights overlap a great deal, could that be the problem?
Oct 1, 2021 at 15:16 comment added Twometer @MaximusMinimus I'm actually having the Light Upload to the UBO as a separate profiler section, and it only takes a fraction of a millisecond. I'm also only updating the UBO when the lights change.
Oct 1, 2021 at 14:52 comment added Maximus Minimus I suspect that you might be bottlenecking on your UBO update now; perhaps you're incurring a pipeline stall.
Oct 1, 2021 at 14:51 comment added Maximus Minimus That looks fine. I've personally written the exact same process a number of times, and I've tended to use icosahedrons rather than spheres, even going so far as to generate them in a geometry shader, but for 20 vertices it shouldn't matter much for performance, if at all. I typically get performance in the region of 1 to 2ms for a similar number of lights to what you have.
Oct 1, 2021 at 10:04 comment added Twometer @MaximusMinimus I've added an edit to explain how I draw and use the sphere, I hope this clarifies a bit more
Oct 1, 2021 at 10:03 history edited Twometer CC BY-SA 4.0
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Oct 1, 2021 at 9:14 comment added Maximus Minimus What does Primitives.unitSphere.renderInstanced do? Your problem is obviously here but it's impossible to know unless you provide some moer detail. I don't think it's necessary for you to give all your code at the moment, just a paragraph explaining what kind of sphere you draw, how you draw it, etc should be sufficient to prompt further investigation.
S Sep 30, 2021 at 17:10 review First questions
Sep 30, 2021 at 22:17
S Sep 30, 2021 at 17:10 history asked Twometer CC BY-SA 4.0