Gaming Optimizations
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Gaming Optimizations. Chapter 6 LOD text book. ACC Men’s Basketball. Outline. Milestone 1 General Remarks Huebner’s Presentation at GDC 2003 NVIDIA performance tools at GDC 2006. Milestone 1. Next Thu, Feb 12th Set up schedule for 30 min individual discussions. General Remarks.
Gaming Optimizations
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Presentation Transcript
Gaming Optimizations Chapter 6 LOD text book
Outline • Milestone 1 • General Remarks • Huebner’s Presentation at GDC 2003 • NVIDIA performance tools at GDC 2006
Milestone 1 • Next Thu, Feb 12th • Set up schedule for 30 min individual discussions
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
Modeling Practices • Interaction between artistic elements of generating models and LOD options
LOD for Games • Retain two broad categories • Continuous • Discrete
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