Page MenuHome

Workbench: Performance Shadows
Closed, ResolvedPublic


Optimize the performance of the sharp shadows implementation

  • use transform feedback for caching; store shadows in worldspace


To Do

Event Timeline

Jeroen Bakker (jbakker) triaged this task as Normal priority.
This comment was removed by David Kozma (kynu).
Jeroen Bakker (jbakker) raised the priority of this task from Normal to Needs Triage by Developer.

Ok so just to be up to date:

  • The major bottleneck on most system is the overdraw.
  • Geometry shader is a bottleneck but not that much. So not caching anything for now.
  • We reduced the overdraw by extruding only relevant geometry.
  • We made the algorithm more robust by adding depth fail method.
  • The only remaining problem is visible if you have shadow casting non-manifold geometry and the camera is in shadow.

There maybe a solution to the last problem but I need to implement it first.

Ok so the last problem has been adressed.
So hopefully we have working shadows in all cases and it's not as heavy as it was.
If there is remaining problem it's a bug in the implementation and need to be reported.

Here is a list of some (all?) my commits on this subject.

Dalai Felinto (dfelinto) closed this task as Resolved.Jun 11 2018, 12:15 PM