Probe capture: render all 6 cube faces in one multiview pass #1101
Labels
No labels
amd
avatars
bug
builder
cannot-reproduce
crash
epic
feature
from-viewer
gl-removal
known-limitation
monitoring
parity
perf
platform
priority
critical
priority
high
priority
low
priority
medium
provenance
rendering
rt
status
in-progress
status
testing
status
up-next
triage
ui
upstream
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
sky_line/Slipstream#1101
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Experiment from the VR layered stereo design (step 14, research repo
vr/VR_LAYERED_STEREO_DESIGN.mdsection 8.2).Reflection probe capture renders each cube face as a separate view today. Vulkan multiview can draw the 6 faces as views of one pass (one cull, one set of binds and draw calls,
gl_ViewIndexselects the face).Why: probes are being removed under RT GI (#968), so the win is for cards that run without GI and still pay for probe capture every frame (see the probe cost notes; capture was ~1.7 ms/frame on the 5090).
Depends on the multiview feature bit and view-count spec plumbing from #1075 (steps 1-7). Measure capture GPU time before/after on the 5090 and the 1080 class; keep only if it wins (minimal-config rule: no persistent toggle).