<div dir="ltr"><div dir="ltr"><div dir="ltr"><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, Feb 13, 2019 at 2:28 AM Axel Davy <<a href="mailto:davyaxel0@gmail.com">davyaxel0@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">On 13/02/2019 06:15, Marek Olšák wrote:<br>
> I decided to enable this optimization on all Pro graphics cards.<br>
> The reason is that I haven't had time to benchmark games.<br>
> This decision may be changed based on community feedback, etc.<br>
<br>
<br>
Could the decision to run the optimization be based on some perf <br>
counters related to culling ? If enough vertices are culled, you'd <br>
enable the optimization.<br></blockquote><div><br></div><div>No, that's not possible. When I enable this, all gfx counters and pipeline statistics report that (almost) no primitives are culled, because the compute shader culls them before the gfx pipeline.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<br>
There seems to be an AMD patent on the optimization, I failed to see it <br>
mentioned, maybe it should be pointed out somewhere.<br></blockquote><div><br></div><div>Unlikely. It's based on this:</div><div><a href="https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf">https://frostbite-wp-prd.s3.amazonaws.com/wp-content/uploads/2016/03/29204330/GDC_2016_Compute.pdf</a></div><div><br></div><div>And this is pretty much a simpler version of what I implemented:<br></div><div><a href="https://gpuopen.com/gaming-product/geometryfx/">https://gpuopen.com/gaming-product/geometryfx/</a></div><div><br></div><div>Marek<br></div></div></div></div></div>