The buffer contains a light structure similar to the following: struct Light To feed a tiled lighting shader with light source information, a single structured buffer is commonly used. The light sources affecting the scene usually change every frame as lights are moved, animated and culled.
Lighting is often the most expensive pass in the frame so it is an obvious target for optimizations. Tile-based lighting techniques such as Tiled Deferred Shading and Tiled Forward Lighting are some of the most commonly used techniques in modern games to accumulate large amounts of light sources.
Tile-based lighting and structured buffers
DIRECTX 12 SLI PC
In this article I’ll be giving a select overview of some of the most impactful performance optimizations and considerations I’m frequently encountering when analyzing PC games. This has given me some insight into the great variation of performance optimizations applicable to each platform. Before joining Devtech I’ve worked for several game studios and shipped a number of PC and console games. The GPU cost of techniques like tile-based lighting or the CPU cost of the rendering API are going to impact performance very differently based on which platform is being used.Īs a member of the Developer Technology (Devtech) team at NVIDIA I’m working closely with game developers to help them optimize their titles for PCs. Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges.