Hi Dirk,
 
> Antonio Bleile wrote:
> >> Yes, and it works fine with a MultiDisplayClusterWindow.
> >> We are running our Cave with this and we have nice shadows.
> >
> > How does that work with shadows? To calculate
> > the shadow map one node of the cluster has to have
> > all the geometry for the shadow map rendering. How's
> > then the shadow map transferred to the other nodes?
> > Isn't that a performance killer for clustering?
> 
> Well, you don't gain anything specific from using the cluster, as the
> Shadowmap needs to be computed on all servers (even though it's the
> same), but unless you have a hugely complex scene the transfer time (GPU
> mem->main mem->network->main mem->GPU mem) is going to be more expensive
> than just recomputing it.

So it makes sense to use it on fill limited applications (?).
(Considering that I want to distribute because I have a "performance"
problem, not because I've a cave or a wall...)

 
> I think Marcus' comment was more on 'being able to' than 'making optimal
> use of'. ;)

Oh, no don't get me wrong, I just asked out of curiosity!


Regards,

  Toni



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