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Using transparent materials results in bad performance [Deferred Clustered]
Details: Graphics API: OpenGL OS: Linux Fedora HW: AMD RX550 - Ryzen 1600AF
Please, avoid to try this in high-end setup so the frame drop can be noticeable. Not tested on Windows / DirectX but i don't remember this issue when i was using Windows...
The Deferred Clustered renderer have weird performance issue when i use any value below 1.0 in material opacity input.
I don't know the difference, but if i check the Blending option in the material settings the issue don't happens. The issue is specifically with using the Armory PBR node.
In Forward Clustered this issue don't exist. Look what weird:
Using transparent material in Deferred Clustered (Obs: see the 2.8 ms, it is very low (shouldn't be higher to justify the frame drop?). Even the fps drop showing as 58, i feel it is below 30, but this can happen due to windowed mode)
Below have image from Deferred Clustered without transparency and Forward Clustered with transparency, both without issues but i don't remember anymore which is any of then :D Not using transparent material (much more ms and no fps issue, wt*