How to Bypass Render Pass

Hi!

Background: I’m working on a project where we have a need to render as quickly as possible. We don’t necessarily need a lot of the features in the render pipeline as much as we need speed. I’ve turned off frame smoothing, switched to forward rendering, and turned off post processing, and I’m getting pretty good speeds. I’m appear to be GPU-bound at the moment, so I started looking at “profilegpu” to see what more I can turn off.

ComputeLightGrid was taking ~0.06ms. As we don’t need lighting info, I tried commenting out the call to this function, but it broke rendering. It was easy enough to comment out the whole ‘if’ check around that call and have the code fall-through to the ‘else’ block to keep rendering working.

Next, even with PostProcessing turned off, it appears we’re spending ~0.28ms in PostProcessing with GammaOnly=1. If I’m understanding this correctly, we’re literally spending a quarter of our frame doing gamma adjustment, which we definitely don’t need on this project. Again, commenting out the call to AddGammaOnlyTonemapper() breaks rendering. I tried replacing the gamma-only tonemapper with a FRCPassPostProcessPassThrough node, but even that is taking ~0.21ms.

I’ll keep digging, but was hoping someone might be able to point me to a simple-ish way to completely skip/bypass/disable a render pass (e.g. the Post Processing pass)?

Thanks!

I might should mention that my test scene right now is a simple cube.

Heh, also: OpenGL. On Linux.

Nothing? Man, this hub doesn’t seem nearly as active as unprog back in the day. :stuck_out_tongue:

The “passthrough” node is still issuing draw calls. Still “doing stuff” according to the nVidia Linux Graphics Debugger. Hoping to completely skip this pass.