Hello all, I have a quick question about render times involving polygon count and shaders. How does polygon count and shaders affect render times? From what I have researched so far, my conclusion would be that shaders are multiplicative in terms of render times as it does calculations on each polygon. What I mean is that:…
I still don't quite get it. I understand about polygon budget and all and the main reason most people say the fewer polygons/vertices used the better is because of the computer having to link less vertices up to make the model. What I am mainly focusing on is the shader. From what I know, the vertex shader calculates how…
going crazy with shaders "depends", on many mobile chips you would want to save vertex shading cost + amount of vertices, given their approach to rendering. in a basic pipeline you have two phases. First is that when you draw your mesh, all vertices will go through the current vertex-shader. Second is that your triangles…
That's incorrect. If you're thinking about realtime/game rendering, here's a very simplified overview of how things break down... A shader is a set of instructions telling the GPU how to draw a given set of vertices/polygons and certain parameters (defined by the programmer). This means that the number, and complexity of…