walsufnir said:
Well, for the sake of a valid comparison, it should
But thanks for the inside look. Of course I already googled P2RLA but didn't find anything. But I guess we will found out soon enough :)
If you are allowed to answer, is the engine using deferred rendering or some forward(+) engine? Or neither and mixing both? I am only technically interested (And are you sure you are allowed to publish the picture? ;))
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im allowed to publish it because i made it, and the log data is from a testing engine i wrote myself for profiling performance changes per update in a controlled environment, as it makes tracing problems introduced through new updates back to specific functions and features much easier, if i run the benchmark on a new update and a particular part of the test shows a significant difference, then its much easier to fine tune the game code to iron out such situations effectively, without wasting time trying to figure out why after an sdk update suddenly a balanaced process has decided its no longer happen with the cpu time or bandwith it was running just fine with on previous builds
the engine uses multiple render modes and solutions to extensively test various functions of each system, it uses forward+ in its deffered lighting simulations. while retaining AA and filtered transparency benefits from forward, then lots of generic gamey stuff like physically based shading, brdf and gbuffer filtered specular aliasing.
Just a good all round benchmarking tool that has performed well enough for the company to benefit from greatly.