is SceneCapture's performance dependent on FOV and Resolution?
I am trying to compose a stereo spherical panorama using many small SceneCaptures rotating on an axis. I'm trying to accomplish that with very small capture viewRects (at most 5x5) and also extremely small FOVs.
What I've noticed is that the resulting speed is the same according to the number of views I'm rendering per frame. Capturing 10 2x2 slices with minimal FOV takes as long as capturing 10 200x200 slices with a greater FOV.
Is that normal behaviour? How could I speed up this process?
Thanks in advance, Paulo
asked May 29 '15 at 06:24 PM in Rendering
I am a bit confused as to why you do not simply use "Scene Capture Cube" to bake a static texture, that will do pretty much the same thing. Are you trying to do it dynamically or something? I would never expect that to be fast. More than a handful of dynamic captures is a bad idea.
What you are seeing is that there is overhead cost to each scene capture. Yes, the smaller view sizes will technically have less pixels to process but that is probably dwarfed by the overhead of calculating scene visibility and occlusion from each render target.
answered May 29 '15 at 07:54 PM
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