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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Steven Hansen

April 26, 2005, 05:59 PM

Writing a pixel shader 2.0 implementation for pixel averaging is separable. This can be arbitrarily broken up into numerous passes with 3 taps each, or fewer passes with up to 13 (max?) taps each.

Speed-wise, is it better to have fewer taps, or fewer passes? It seems that two passes with 7 samples each outperforms a single pass with 13 samples, but is that typical? Is the tradeoff hardware dependent? Where is the cutoff? What is the smartest approach for the best performance on the widest variety of hardware (considering ps2.0 must be present).


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