Infinisearch
Veteran
Yeah I left that out but like you said it depends on how many shaders you are using.That said the cost of changing pipeline state object may not have changed much, in which case depth sorting (instead of depth pass ?) might not be that good.
On one hand you may be able to remove the depth pass, on the other you still have to pay the cost of pipeline state objects change... (So it would also depend on how many different pipeline state objects you have, with physically based BSDF, it may reduce their number significantly)
What rays? The zbuffer handles occlusion and transparency in done back to front out of necessity.I thought Front to Back was limited due to all the costly rays needed to calculate occlusion and transparency?
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