I ran my original benchmarks on .22 and Kite.
At 4k you had something like a 2ms difference between early z pass and non early z pass.
in a scene that’s absolutely not optimized for 4k, doesnt use good meshes, etc.
I though it a good reference since it’s still something I thought everyone can access and test.
Haven’t ran similar tests on the same project since, but given everyone is complaining about an fps loss in .26 testing this now seems like a total time waste.
I actually need to make some grass assets so I’ll end up testing properly made assets and differences shortly anyway.
As far as using alpha as its own texture. That’s not usually how I work, so it’s good to know/consider.
originally, I had tests going with both a separate alpha texture and a packed one. Still didn’t make much of any difference for the base cost. To the point I started just combining it to roughness and specularity out of convenience.
Originally I even ran tests using just the mesh from the docs/grass tutorials in the docs.
The results were equally poor / a plush looking field (default grass node settings of 400 density) would not render at 90fpv/4k past 30fps with or without early z pass.
last thing, if you want grass performance testing a scene with 1 to 2 b tirs already in it won’t give you the performance of just grass. It would give you the performance of the whole. Normally that’s what you need. In a project / when testing etc.
However if you can get a scene to render just grass at the required distance with a cost of 10ms or so, in the res you need, you also know you won’t have issues when packing it into just about anything…
And, it’s a lot easier to replicate the test, since others won’t need to download a whole scene…
I’ll get back with current benchmarks in .25 on the mesh I make today/tomorrow. We’ll see what happens with that.
Depends on what you are doing.
May not matter in supermario64, but it matters in any other game where the meshes actually move with character position / you do other crazy shader stuff.
it’s also a good way to produce a perfect card with all the trimmings. Normal, radiosity, roughness, gloss, AO, curvature, random color id so you can apply sine over time * the random id to do more crazy shader stuff. Etc.
So don’t go around saying it’s “completely unnecessary” just because you don’t see an immediate application/reason…