![]() Check out results, report 4-5 a few times.Ī couple of experiments can help you determine the performance impact of different levels of tessellation.Go to the viewpoint you wish to profile.It also helps to make sure you are rendering exactly the same objects, so I’d suggest the following: I’d suggest always taking a few captures to verify your numbers. You will get a hierarchical breakdown of where GPU time went for that frame.įor a variety of reasons the numbers you get back from the GPU are not always consistent (frequency scaling, other applications using GPU resources, the driver further optimizing shaders in the background, etc.). The UI is very early, but the gist is that you enter “profilegpu” on the console or press Ctrl+Shift+Comma to profile the next frame on the GPU. You might consider using our GPU profiler. It’s hard to measure the perf impact if you are just looking at framerate. Should I not be using a factor of 0.777 or 1 for a relatively small object, seen anywhere from super far away to very up close? I am happy to assume I am just not using the existing system correctly. #How to use Tess Factor as a Distance Multiplier Correctly? The only gains in fps I got where actually very close, when some shields were getting culled. I also used a Material instance Tess factor of 0.777 My material was using a tessellation factor of 1 I never noticed an increase in the FPS as I got further away from all the 100 shields (where the tessellation should go to 0). ![]() If I got relatively close but could see all 100 shields, I was then at 70 FPS, at a distance where the tessellation amount should have been 0. I did a test with 100 shields using dx11 tessellation on their mateiralġ00 shield with no tessellation = 90 FPS (my set maximum), no drop at all, no matter what distanceġ00 shields WITH tessellation material, if I was very very far = 90 FPS I posted a big forum post with some tests and pictures. I always enable adaptive tessellation and I’ve never noticed fps changes based on distance from materials with tessellation
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