View Full Version : Early Z rejection
11-08-2004, 03:02 AM
I wrote a simple application to test the effect of early-z rejection in NV hardware.
It simply draws 20 textured quads(one behind
another) with orthographic projection.
The application is fill limited hence
drawing those quads in front-to-back and
back-to-front order should make a difference.
And it does.The difference is,though,pretty small.
Test details :
Quadro FX 500 card, 44.96 driver, Suse Linux 9.1.
512x512 window size:
Back to front : ~193 fps
Front to back : ~210 fps
BtoF : 66fps
FtoB : 73fps
I'd like to hear experiences of others
to go on exploring early-z rejection
optimisations.Above results didn't seem so
impressing to me and it doesn't worth
the amount of work I need to implement this
in our application.Is this what we can
expect from early-z rejection or do I miss
from what ive seen a while ago on my gffx5200 doing a first pass laying down z values and then drawing the scene normally gave me only ~10% speed increase (this with resonably expensive shaders).
* now this is with resonably expensive shaders with simplier stuff the benifit is gonna be less
* drivers/hardware change thus this 10% values is prolly more now
11-08-2004, 05:10 PM
200 fps does NOT qualify as severely fill limited. Also, fill limited can mean many things. There is a per-fragment overhead even with early Z reject. If your texturing operation is very simple, then the savings aren't that much.
I would test this by rendering an object sampling from 8 textures, each with ANISOTROPIC filtering at level 8 or more, and making sure the texture coordinates are such that minification actually happens.
Also, make sure you clear the color and Z buffers together, and don't enable blend or alpha test. If you get that wrong by mistake, it'll turn off early Z.
Get your back-to-front case down to like 20 fps while bound on fragment processing, then the front-to-back case might speed up more.
11-08-2004, 11:20 PM
Your test is not good enough: add some complex per-pixel calculations, like normal+gloss mapping, and you'll see a much higher difference.
I was myself quite amazed when i saw that early Z rejection made *a lot* of difference in my app some time ago. I don't remember the exact number but it was like 30-50% performance improvement.
11-09-2004, 07:04 AM
Originally posted by jwatte:
and don't enable blend or alpha test. If you get that wrong by mistake, it'll turn off early Z.
Why is this so?
Originally posted by Ysaneya:
I was myself quite amazed when i saw that early Z rejection made *a lot* of difference in my app some time ago. I don't remember the exact number but it was like 30-50% performance improvement.Y.was this an actual program, or a benchmark, as from what ive seen the performance gain wasnt that much (+ i was shader limited), perhaps time for me to do a couple more recent tests
11-10-2004, 01:30 AM
My purpose with the test is to see
if I can optimise an existing application
with depth sorting.
- 1024x768 resolution
- ~60hz refresh
- single textured geoemtry
- A lot of overdraw
- Anisotrpoic filtering
characterizes my case quite well.
My initial post did not include results
with Aniso enabled but they do not change
much with it.
Maybe if I have more complex fragments
I can observe a better gain,though this wouldn't
characterize my application.
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