11-15-2010, 05:39 PM
I had another performance concept idea:
Just having realtime world lights and relief mapping on is not an issue, but when there is a reflection, the result drops framerate considerably. The problem is, there is wasted processing being applied to the reflection. If one is using the "good" setting or lower, any shader effects are almost unnoticeable whether off or on in the reflection. So maybe the ability to kill relief/offset mapping, and optionally kill normal maps and gloss in the reflection would boost framerate with out much loss to visual quality. I doubt the transition would be noticeable since the reflection is already slightly blurry and wavy...or usually wavy. This combined with the ability to kill dynamic lights on non world light sources would be some nice compromises for those not using 2 480's in SLI.
Just having realtime world lights and relief mapping on is not an issue, but when there is a reflection, the result drops framerate considerably. The problem is, there is wasted processing being applied to the reflection. If one is using the "good" setting or lower, any shader effects are almost unnoticeable whether off or on in the reflection. So maybe the ability to kill relief/offset mapping, and optionally kill normal maps and gloss in the reflection would boost framerate with out much loss to visual quality. I doubt the transition would be noticeable since the reflection is already slightly blurry and wavy...or usually wavy. This combined with the ability to kill dynamic lights on non world light sources would be some nice compromises for those not using 2 480's in SLI.