Performance of pixel shaders vs. SpriteBatch: XNA

Posted by ashes999 on Game Development See other posts from Game Development or by ashes999
Published on 2012-12-09T19:14:03Z Indexed on 2012/12/10 5:20 UTC
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Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite.

I need to do something like that. I also have a 2D lighting PoC which I need to write. The way it will work will basically be something like:

  • Draw all the sprites
  • Draw lighting gradients to create a lighting texture
  • Multiply/add the lighting texture to achieve different effects

(I use multiple passes of add/multiply the lighting texture to achieve different effects.)

My question is really about a generalization: can I say with certainty that pixel shaders are always faster than adding/multiplying textures to the SpriteBatch? Or that adding/multiplying is always faster? Or if it's not generalizable, how do I decide which approach to take, given that I can probably code either of them?

(If it matters, I'm using MonoGame 3.0 beta for Windows games)

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