Shaders during rasterization pass should be very simple, so the small decrease of performance during rasterization pass is not a surprise. (All lighting is done before rasterization.)I wonder how much performance this new rendering model that is normally used in movie industry (Object Space Rendering) sacrifices compared to basic rendering modeling? Ofc we can't have direct comparision as there is no version out with basic model.
But the game appears to be quite much compute based as there is very low performance penalty when upping resolutions.
I get:
55fps on Ultra+ 8X MSAA on 1080p
37fps on Ultra+ 8X MSAA on 2160p
So 33% performance penalty when rendering 4x of pixels.
So I would call this game performing very well, Dual cards are getting over 60fps at 4k everyting maxed. How is this any different from any other new games running maxed at 4k?
It also could be interesting to reduce shading resolution and still render in 4k.
Tech could work very well with virtual texturing, although it seems that they do use object based approach. (Not sure how much they reuse the shading between frames.)
Cannot wait to see their GDC presentation, should be fun.
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