Quantcast
Channel: Community | MonoGame - Latest topics
Viewing all articles
Browse latest Browse all 6821

Instanced Geometry performance

$
0
0

@Moirai wrote:

I have finished implementation of instanced geometry rendering but I've run into some "issues". I am testing instances of models with 6090 vertices (it should be half of that but that's different FBX thing I would like to ask about in the end).

Now the "issue" is that for 40 models there was no performance change. So I have replaced all textures with extremely small textures, simplified shader to barebones and removed everything regarding rendering of that model that I believed might cause bottle neck. Still no change, so I pushed it to 100 models, still exactly same framerate in both instanced and noninstanced approach, then to 400 models without any change still. Scene model drawcalls at that point 2 vs 401.

So my question is, is this to be expected? Am I simply still at amount of drawcalls that wouldn't cause literally any difference for 6k triangles model? Or is this more likely on my side? Running tests on GTX 770.

And my quick second question (here I am sure I am doing something wrong): I can successfully import and render models from FBX only if I export model with split vertex normals and then I let monogame pipeline generate tangent frames. If do not export split normals then model is imported as second bone, so the mode in Monogame has two bones, root and mesh as a second bone. I haven't found any way how to export/import model without spliting per-vertex Normals and using original Tangents and binormals. I believe I tried all FBX version from 2006 to 2014.

Thank you all for your time.

Posts: 13

Participants: 2

Read full topic


Viewing all articles
Browse latest Browse all 6821

Trending Articles