Ok so a n00b at compute shader optimization, like me, would ask: is it really that optimization/profiling tools are, uhm, "a bit lacking" there? E.g. here I have a PC with NVIDIA GPU. NSight shows "yeah you're running at 30% of speed-of-light, good luck".
One things I’ve done is removing parts and replacing it with low or no calculation stand ins, and measuring the difference in total time. However, with as aggressive as shader compiler optimizes are, it’s difficult to isolate.
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The trick is that you still have to use the same values, or else it will optimize out too much and give incorrect deltas. It can be useful to think of your shader like a node tree of calculations (think UE4 material editor.
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Then you prune a branch and replace wth a reasonable constant. Then you know the cost of that branch. It’s messy, inexact, and you have to write your shader a certain way, but it’s one method I’ve used in the past with reasonable results.
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