Topic: Standard Renderer Performance
Hi,
What the needed of Z pre-pass?
Is it just for occlusion query?
I got 210 FPS in demo ManualUse,
and after I modify MStandardRenderer.cpp to skip Z pre-pass processing, I got 310 FPS.
Query is expensive in OpenGL I think.
This is useful to reduce draw, but the checking process also takes time.
Or I'm missing something?
Thank you.
(Sorry for English)