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		<title><![CDATA[Maratis forum - Standard Renderer Performance]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=897</link>
		<description><![CDATA[The most recent posts in Standard Renderer Performance.]]></description>
		<lastBuildDate>Sun, 22 Dec 2013 13:16:43 +0000</lastBuildDate>
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			<title><![CDATA[Re: Standard Renderer Performance]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6100#p6100</link>
			<description><![CDATA[<p>Hi,</p><p>the z pre-pass is useful as a general technique to reduce fragment call<br />and improve performance for complex shading or middle-aged graphic card,<br />at the same time the pass is building occlusion culling.</p><p>You might be able to get better performance for special use by skipping it indeed,<br />but large scene with complex shading/lighting will usually get improved.</p><p>Different 3d cards can react differently (on some, like iPhone/iPad pre z-pass to reduce fragment call is bad because the card already does it internally as a strategy).</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Sun, 22 Dec 2013 13:16:43 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6100#p6100</guid>
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			<title><![CDATA[Standard Renderer Performance]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=6090#p6090</link>
			<description><![CDATA[<p>Hi,<br />What the needed of Z pre-pass?<br />Is it just for occlusion query?</p><p>I got 210 FPS in demo ManualUse,<br />and after I modify MStandardRenderer.cpp to skip Z pre-pass processing, I got 310 FPS.</p><p>Query is expensive in OpenGL I think.<br />This is useful to reduce draw, but the checking process also takes time.<br />Or I&#039;m missing something?</p><p>Thank you.</p><p>(Sorry for English)</p>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Tue, 17 Dec 2013 02:27:39 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=6090#p6090</guid>
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