I've sort of solved this myself. What I found was that combining my Uber shader with a bunch of simpler shader in a Material sop causes PBR to be unable to take advantage of the multithreading properly. It could possibly be all the texture calls I'm doing. I'm running at full speed now. I'll post more info as it comes to light.
thanks.
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Technical Discussion » multithreading in PBR
- freejonah
- 37 posts
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Technical Discussion » multithreading in PBR
- freejonah
- 37 posts
- Offline
I'm rendering a car in PBR. I've noticed that multithreading doesn't really respond the way it does with micropolygon. I'm using Windows XP, unfortunately, ( hopefully not for long ). I see that if i switch my rop to use PBR it uses only around 25% of my cpu power. When i switch to micropolygon mantra, it spikes to around 75%. raytracing uses %75, micropoly pbr uses 25%.
Is this an isolated issue or is this normal for PBR?
Is this an isolated issue or is this normal for PBR?
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