Using transparent materials results in bad performance [Deferred Clustered]
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Description
**Details:**
Graphics API: OpenGL
OS: Linux Fedora
HW: AMD RX550 - Ryzen 1600AF
Please, avoid to try this in high-end setup so the frame drop can be noticeable. Not tested on Windows / DirectX but i don't remember this issue when i was using Windows...
[test.zip](https://github.com/armory3d/armory/files/6794424/test.zip)
The **Deferred Clustered** renderer have weird performance issue when i use any value below 1.0 in material opacity input.
I don't know the difference, but if i check the **Blending** option in the material settings the issue don't happens. The issue is specifically with using the **Armory PBR** node.
In **Forward Clustered** this issue don't exist. Look what weird:
**Using transparent material in **Deferred Clustered** (Obs: see the 2.8 ms, it is very low (shouldn't be higher to justify the frame drop?). Even the fps drop showing as 58, i feel it is below 30, but this can happen due to windowed mode)**

**Below have image from Deferred Clustered without transparency and Forward Clustered with transparency, both without issues but i don't remember anymore which is any of then :D
Not using transparent material (much more ms and no fps issue, wt***


Contributor guide
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Research direction
Start by reproducing the report with test.zip on Linux Fedora using Deferred Clustered and a material opacity below 1.0, then compare it with Blending enabled and with Forward Clustered. Done means the transparent Armory PBR material no longer causes the reported frame-rate drop in Deferred Clustered.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- linux
- Domain
- computer-graphics, performance
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100