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Real-Time Rendering Practice Print

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Producing frames within a budget.

WHAT THE BUDGET IS

The time available per frame, determined by the target rate.

WHAT THAT MEANS

Everything must complete within that, consistently.

WHY CONSISTENCY MATTERS MORE THAN AVERAGE

Occasional long frames are perceived as stutter, which is worse than a uniformly lower rate.

WHAT CONSUMES TIME

Geometry processing Pixel shading Texture and memory bandwidth Draw call overhead Synchronisation between processor and graphics processor

WHAT REDUCES DRAW CALLS

Batching objects sharing materials Instancing, drawing many copies in one call

WHAT CULLING DOES

Avoids processing what is not visible.

WHAT LEVELS OF DETAIL PROVIDE

Simpler geometry for distant objects.

WHAT TEXTURE COMPRESSION PROVIDES

Reduced bandwidth, which is frequently the constraint.

WHAT TO PROFILE WITH

Graphics debugging tools, showing time per stage and per draw call.

WHAT TO ESTABLISH FIRST

Whether you are limited by the processor or the graphics processor.

WHY

They require entirely different remedies.

WHAT TO TEST ON

The weakest hardware you support.


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