Hi,.. New Poster (3D artist) here,
We are currently in the process of attempting to get Perpective Shadow Mapping working on an outdoor scene with the longest line of sight hitting 150 meters.
2 main problems have arisen, the first being that we are massively CPU limited. The second is Draw Calls are causing a huge problem. Draw Calls are a problem due to the fact that it is an FPS and every object has a few textures and usually multiple sub-meshes which compounds our Draw Calls greatly. A 4ghz machine seems to choke after about 1200 draw calls are on screen.
With just terrain in the scene we drop from about 450 fps to about 60-80 just by turning the PSM on. It's eating up enough CPU that it seems the GPU is idle half the time.
Has anyone found any good solutions or had an expierience attempting to use PSM on a medium density outdoor environment?
We are currently in the process of attempting to get Perpective Shadow Mapping working on an outdoor scene with the longest line of sight hitting 150 meters.
2 main problems have arisen, the first being that we are massively CPU limited. The second is Draw Calls are causing a huge problem. Draw Calls are a problem due to the fact that it is an FPS and every object has a few textures and usually multiple sub-meshes which compounds our Draw Calls greatly. A 4ghz machine seems to choke after about 1200 draw calls are on screen.
With just terrain in the scene we drop from about 450 fps to about 60-80 just by turning the PSM on. It's eating up enough CPU that it seems the GPU is idle half the time.
Has anyone found any good solutions or had an expierience attempting to use PSM on a medium density outdoor environment?