as I'm trying to understand the dx11 shaders better, I was wondering why the sprite shader has a massive frame drop down when the sprite size is scaled up. I thought this happens if more sprites are displayed within the render window.
So I played around with the zoom and noticed that the frame drop happens if I zoomed in (!?) not if zoomed out and every sprite is visible. I expected that if all sprites are visible it would take longer to render the frame... The far plane was set to a high value so I hope no sprite was excluded.
Can anybody of you explain this behavior? I guess there is a simple solution, I didn't see at the moment...
thanks in advance
Renderer is complettly coverd with spites
and drops a lot of frames just by scaling up the sprite size
In this example i used 10 times more sprites - and the render is already slow -
but zoomed in it is terrible slow