In my render pipeline, I have a large 3k by 3k rendertarget meant for terrain splatting, and another one that uses the splatting output render the terrain's final texture. As you can guess, I'm hitting ~40 fps on my weaker laptop. What would be the best way to optimize this without lowering the resolution of my rendertargets? In essence, how do you optimize textures that need to be large?
Things I've thought about, correct me if it's likely wrong:
- Subdividing up the rendertarget into 4 quads and rendering them.
↧