Hello,
I’ve been reading about overdraw and my understanding is that it is what happens when we render triangles that are smaller than a quad, wasting a lot of computing resources.
Can someone please help me figure out why in this scenario, the leaves are marked as heavily overdrawn? From this distance the triangles are quite big, definitely bigger than a quad, but my whole foliage is detected as heavily affected by overdraw.
What am I not understanding correctly?
There are multiple types of overdraw. Overdraw in general means a pixel has been drawn more than once, effectively doubling or tripling (or more) the amount of work being done on that part of the screen.
One common cause of overdraw is transparent materials. Masked materials can also cause overdraw if you don’t have the early z pass enabled in project settings.
It is also caused by inefficient triangles like you mentioned.
There are other forms of overdraw but they likely aren’t relevant to your scene.
on that note: how did you get that clean fillrate view? is there a console command to remove the wireframe rendering from that view? i’d want that. pls thx.
i have that too. it’s still rendering the wireframe poly pass tho. adds nonsense to this debug view.
i coulda spammed some foliage for good measure, i tested earlier… but would still sit in the 1 to 2 hit overdraw range. hmm.
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