marciano wrote:
Could you try to set the light ShadowMapCount parameter to 1 and see if there is still the problem?
I know that there is still a bug in the PSSM implementation that makes parts of the shadows disappear. This happens sometimes when the camera is above the light source. I already know what the problem is but the fix is not trivial so it still has to wait a bit.
That is with 1 shadow map, so no issue there.
Also, any idea what part of the standard rendering loop is so expensive that I max out at 7 fps when looking at the scene? The only shader used in that scene is 'standard.shader.xml', and my current pipeline does nothing but the basic forward lighting setup:
Code:
<Stage id="Geometry">
<SwitchTarget target="" />
<ClearTarget depthBuf="true" colBuf0="true" />
<DrawGeometry context="AMBIENT" class="~Translucent" />
<DoForwardLightLoop class="~Translucent" />
<DrawGeometry context="TRANSLUCENT" class="Translucent" />
</Stage>
It will go up to 450 fps if I comment out the 'DoForwardLightLoop', but I can't see why rendering a single shadowmap of that simple (600 tris) scene is so expensive. It doesn't seem to be fillrate, because I can render an SSAO pass and 4 blur passes (all expensive pixel shaders) without a drop in frame rate.