shader complexity breakdown


currently im working on a foliage profiling article together with
I would like to know if I’m right with the following:


  • the lines of shader code to go through every GPU clock tick
  • OR
  • recommended shader units every frame
  • OR
  • just a collection of multiple things (texture sampling/executions/etc.)

The limit is displayed with 2000, but a fully white scene will have a higher count, so its only the visualization maximum, right?

Best wishes!

Nope, neither of 3 is true.

MaxShaderComplexityCount is maximum value of the scale to which shader complexity is mapped. It is set in one of engine’s ini files.

Shader complexity view shows accumulated instruction count from all fragments for given pixel.

The view will not allow you to distinguish complexity beyond MaxShaderComplexityCount.