Performance of gaussian blur with linear sampling Hello. According to this article efficient gaussian blur with linear sampling it is better to reduce the number of cycles in the gaussian blur fragment shader by using bilinear interpolation. I did some experiments and it is indeed better but only if framebuffer texture format is not wide. I have big performance improvement(about 25%) if i use GL_RGB16F texture format with such approach. But when i use GL_RGB32F than performance drops to about same 25%. Could someone comment on that? I experiment on nvidia p1000 video card. BTW i use apitrace to see performance difference of specific shader program. https://ift.tt/eA8V8J
Hello. According to this article efficient gaussian blur with linear sampling it is better to reduce the number of cycles in the gaussian blur fragment shader by using bilinear interpolation. I did some experiments and it is indeed better but only if framebuffer texture format is not wide. I have big performance improvement(about 25%) if i use GL_RGB16F texture format with such approach. But when i use GL_RGB32F than performance drops to about same 25%. Could someone comment on that? I experiment on nvidia p1000 video card. BTW i use apitrace to see performance difference of specific shader program.
from GameDev.net https://ift.tt/2OzuWX0
from GameDev.net https://ift.tt/2OzuWX0
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