   Drawing fullscreen-quad is slow
  I just noticed, that drawing one fulscreen quad, even with a very simple shader, costs many performance. (FPS goes from 100 to 50 with one quad) and thats not good, because I need to draw many of them. So I am at ~15 FPS when I draw about 10 quads. How can I speed it up?   
  Post the code then we might be able to help.;  If you're not doing anything wrong (and nothing but a tex2D instruction in the shader), performance with a full screen quad will depend on:1) Screen resolution2) Input Texture resolution3) GPU power (mainly memory bandwidth, which is an issue in low-end hardware)So, what are your resolutions and GPU specs?CheersDark Sylinc   ;  What code?void PP_BaseEffect::RenderQuad(WShader* Shader,int Pass){//Render a quad using the geometry shaderif(Shader && Shader->RenderTechnique){Shader->RenderTechnique->GetPassByIndex(Pass)->Apply(Pass,DXUTGetD3D11DeviceContext());DXUTGetD3D11DeviceContext()->IASetInputLayout( NULL );DXUTGetD3D11DeviceContext()->IASetIndexBuffer( NULL, DXGI_FORMAT_R32_UINT, 0 );   DXUTGetD3D11DeviceContext()->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_POINTLIST );DXUTGetD3D11DeviceContext()->Draw( 1, 0 );}}that?[maxvertexcount(4)]void GSMainQuad( point DummyInput inputPoint[1], inout TriangleStream<PixelShaderInput> outputQuad, uint primitive : SV_PrimitiveID ){PixelShaderInput output=(PixelShaderInput)0;output.Pos.z = 0.5;output.Pos.w = 1.0;output.Pos.x = -1.0;output.Pos.y = 1;output.Norm.xyz=mul(output.Pos.xyz*zFar,(float3x3)CamWorldMatrix).xyz;output.TexCoord.xy = float2( 0.0, 0.0 );outputQuad.Append( output ); output.Pos.x=1; output.Pos.y=1; output.Norm.xyz=mul(output.Pos.xyz*zFar,(float3x3)CamWorldMatrix).xyz;output.TexCoord.xy = float2( 1.0, 0.0 );outputQuad.Append( output );output.Pos.x = -1.0;output.Pos.y = -1;output.Norm.xyz=mul(output.Pos.xyz*zFar,(float3x3)CamWorldMatrix).xyz;output.TexCoord.xy = float2( 0.0, 1.0 );outputQuad.Append( output );output.Pos.x=1;   output.Pos.y = -1;output.Norm.xyz=mul(output.Pos.xyz*zFar,(float3x3)CamWorldMatrix).xyz;output.TexCoord.xy = float2( 1.0, 1.0 );outputQuad.Append( output );outputQuad.RestartStrip();  }or that?The Pixelshader just outputs a float4(1,1,1,1)...Or something else?EDIT: Sorry Matias Goldberg, I was still typing. I have an NVIDIA Geforce 8400GS Go, not the newest, I know, but can I still optimize it? Resolution is about 1100x700 or so.   ;  It's probably the fact that you're doing amplification in the geometry shader. The 8-series was pretty slow when doing this, and I bet your 8400 is just plain horrible at it. I would very much recommend that you just make a quad from an indexed triangle list and draw that.   ;  Alright! I did that before, butt then I've seen that it is much easier to handle this via the GeoShader, and I also asked here at gamedev if that gives a performance decrease, and they told me I could ignore it for just 4 vertices...Anyways, I'll try put it into a pregenerated plane and see what happens. :)   