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woodypwx
Journeyman III

Depth-only rendering correctness verification in a GPU capture

Hello there,

we are developing a game using customized Unity 2022.3
Shadows are implemented using shadow maps and I remember it used to be beneficial to utilize depth-only rendering to get a noticeable speed up in faster rasterization when no pixel shader was bound. I can't achieve PS bound to NULL with Unity, but I was told that if only depth buffer is bound and our PS is not outputting any value (pixel shader return is void), it should be enough.
Is there a way to verify we are actually triggering the faster depth-only rendering anywhere in the tools like AMD Radeon GPU Profiler or Analyzer? I can't find it there, nor in the PIX or RenderDoc.

Regards,
Tomas

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