Worst Optimization Evar
Published May 29th, 2008 in Uncategorized.I just attempted one of the dumbest optimizations I’ve tried in a while…
The idea was to remove reliance on the back-buffer depth target so that I wouldn’t have to do a StretchRect on MSAA surfaces for a render target. The plan was to render convex shapes to the stencil buffer, using a stencil z-fail op, then draw with the stencil test enabled, and the depth surface unbound so that the render wouldn’t be tied to an MSAA surface.
After implementing the stencil voodoo, and testing it in PIX, I got as far as commenting out the line that would bind the depth surface. It was only at that point I remembered that the surface I was relying upon does not store only depth.


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