Josh Posted July 14, 2022 Share Posted July 14, 2022 Using a simple passthough shader that just samples a texture and writes to an output image, here are my results. Framebuffer size is 1280x720 GPU: GEForce 1660 Optimal compute batchsize: 8x8 Optimal compute number of workers: 14400 1 pass: Compute FPS: 600 Fragment FPS: 770 10 passes: Compute FPS: 180 Fragment FPS: 670 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted July 14, 2022 Author Share Posted July 14, 2022 There may be a way to improve speed of some shaders, but it looks like you are initially battling a really significant drop in performance: https://forum.beyond3d.com/threads/hardware-gaussian-blur.59951/#post-1972505 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted July 14, 2022 Share Posted July 14, 2022 I think your results are correct. The compute shaders are great when you need more complex one time calculations or when you can benefit from cross thread calculations. Eg. Pass the result from one compute batch to another. Also it is very important either fragment or compute to align your memory for your uniforms or buffers in case of vulkan. in my experience, while compute shaders can be faster when used for certain scenarios modern fragment features can be better for others. Sometimes it is not only about performance but also about maintability of the code base. And the in my opinion compute shaders are very good, eg terrain editing or particle, agent simulation. one should always decide which one fits better to the subject of the shader. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
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