Elaine & ShaderShade
Hey ShaderShade, I've been looking at how we can cut rendering time by 30% on our latest project—got any ideas on streamlining shading without sacrificing visual fidelity?
Sure, just start pruning the unused passes, bake the static ambient occlusion, and switch to a deferred pipeline so you can combine a lot of lights in one pass. Add a light culling step so you only process lights that actually hit the camera, and then use a simpler shading model for distant objects. Don’t overengineer the shader logic—simple is usually fast.
Sounds solid. Just remember the culling must be early; any wasteful compute before that is a lost battle. Keep the light list tight and hit‑test quickly. If we shave 10% off that stage, the rest is a walk in the park. Ready to pull the numbers?
Alright, let’s pull the numbers—put the culling into the first compute shader pass, use a hierarchical z‑buffer to reject invisible fragments, and stream the light list down the pipeline. I’ll run a quick benchmark on the test scene, report the hit‑test throughput, and then we’ll see if we hit that 10 % cut. You just keep the shader tight, no extra branches. Ready when you are.
All right, set the compute pass to run first, integrate the hierarchical Z‑buffer, and push the light list to the next stage. Keep the fragment shader to a single pass, no branch jumps. I’ll run the benchmark on the test scene, log the hit‑test rate, and we’ll compare against the 10 % target. Let's get it done.
Got it, kicking off compute first, Z‑buffer in place, light list trimmed. One‑pass frag shader, no branches. Drop the benchmark log when it’s done, we’ll see if that 10 % cuts in. Let’s finish this.
Great, keep me posted on the benchmark output. We’ll decide the next steps from there.
Benchmark’s rolling now—expect a few seconds. I’ll ping you when the hit‑test rate drops into the 10 % sweet spot. Keep the coffee coming.