- Use a GPU profiler, or implement custom fragment shaders that can help profiling how much overdraw the rendered scene has. A large amount of overdraw not only generates extra work, but the sequential dependencies between rendering to the same blocks of display memory slow down parallel rendering. If rendering a 3D scene with depth buffering enabled, consider sorting the scene from front to back to minimize overdraw and redundant per pixel fill bandwidth. If using very complex fragment shaders in a 3D scene, consider doing a depth prepass to reduce the number of actually rasterized color fragments to an absolute minimum.
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