yes i was meaning 0.08ms, i don't count the z texture resolve since it's need for the light pass and some post effects, so we already have it.
I need to do a zcull "reload" from the depth texture on an half resolution depth buffer to allow zcull rejecting rop before shading, when you have a heavy fillrate bounds particle effect, it really save your life
Yes, Resolve is pain in the ass, deferred on current consoles are not ready for 60fps engine, but a real solution for 30fps games
RGBE+blending: since we store custom value in the alpha channel, hardware blending can't work anymore. to do additive, you must read the framebuffer, unpack, add the new light, pack again and store the full blended value yourself!
Central park had a huge amount of alpha tested trees, so we never put alpha test in the zpass. Add to that i switch to the low level api late (only this api would allow me to set a simplified shader that just read the alpha).
I warn all of you. no matter how many RTs are bound, if your shader output more than COLOR0, he'll suffer from performance drop off just like the RT was here
Resolves are evils, but sometimes it's great too.i over use the ability to overlap noAA RT to AA4x to do cheap downsample. AITD uses a lot of bluring effect, or some times full precision is'nt need, and it's far cheaper than full resolve and shader downsample
DR win against FR for a unique reason, some scenes push the light on screen to 200 Oo graphist are mads T_T