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Gaming Optimizations

Gaming Optimizations

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Gaming Optimizations

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Presentation Transcript

  1. Gaming Optimizations Chapter 6 LOD text book

  2. ACC Men’s Basketball

  3. Outline • Milestone 1 • General Remarks • Huebner’s Presentation at GDC 2003 • NVIDIA performance tools at GDC 2006

  4. Milestone 1 • Next Thu, Feb 12th • Set up schedule for 30 min individual discussions

  5. General Remarks • Gaming environment requirements • Constant frame rate • Main memory utilization • Instantiations • Scalable platforms • Bottlenecks (fill rate versus triangle rate) • Average triangle size • “It is also worth noting that game developers are notoriously practical engineers when it comes to new techniques.” page 183

  6. Modeling Practices • Interaction between artistic elements of generating models and LOD options

  7. LOD for Games • Retain two broad categories • Continuous • Discrete

  8. All About Performance • Triangle strips • Multiple texture maps in a texture map composite • Shared and separate vertices • Memory management • Vertex cache coherence • Shadow LOD • Imposters • Prerendered texture imposters • Geometric imposters