Just randomly noticed this and couldn’t understand why 10,000 copies of a 100x100px PNG would have a slower frame rate than the same amount of a 1000x1000px PNG :P
(Adding a Sampler the the smaller texture speeds things up, also not sure why.)
Hi, not sure, but this maybe due to Sample calculates Mip-levels under the hood…
You can try to change Sample to SampleLevel in the shader, like so:
texture.SampleLevel(s0, uv, 0)
When you say “to change Sample to SampleLevel in the shader” do you mean a Shader(DX11.Effect String) node? I don’t have experience editing shaders and the Shader node has no documentation so I haven’t figured it out yet :P
Also, even disregarding the sampler. Why would the larger texture be faster? Does it have something to do with the way I’m interpreting the PerfMeter? 28/80 fps vs 22/120fps is confusing lol
Well @M3W5
There is thing called “Shader” or DX11.Effect
Shader is a small program that get’s executed for each pixel and represents a program that instructs graphics card how to display whatever you feed in there…