I use PLS to reduce the reading and writing of a rendertarget(rgba8).But streamline shows that there is no reduction in bandwidth.
UE4 uses two passes to achieve distortion. 'accumulate pass' and 'merge pass'. The first pass draws uv to a texture(rgba8) and the second pass reads this texture.I use PLS to combine two passes into one.But streamline shows that there is no reduction in bandwidth.
In my expectation, this will reduce the bandwidth consumption caused by the reading and writing of a texture.
thanks for the reply.In my app, the camera does not move.Probably for this reason, there was no bandwidth consumption at all.I just changed the special effects to change over time, and I can see that the bandwidth has dropped.