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How Games Are Rendered Print

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From scene to screen.

WHAT THE RENDERER DOES EACH FRAME

Determines what is visible Submits geometry to the graphics processor Applies materials and lighting Composites the result Presents the frame

WHAT A DRAW CALL IS

An instruction to draw a set of geometry with a given state.

WHY THEIR COUNT MATTERS

Each carries overhead, and thousands per frame become the bottleneck.

WHAT REDUCES THEM

Combining objects sharing a material Drawing many copies in one call Merging static geometry

WHAT A MATERIAL IS

A shader plus its parameters, defining how a surface appears.

WHAT A SHADER IS

A program running on the graphics processor, computing vertex positions or pixel colours.

WHAT OVERDRAW IS

Drawing pixels that are later covered.

WHY IT COSTS

The work is done and discarded.

WHAT REDUCES IT

Drawing opaque objects front to back Limiting transparent surfaces

WHY TRANSPARENCY IS EXPENSIVE

It cannot be depth-sorted cheaply and must be drawn back to front.

WHAT CULLING DOES

Avoids submitting what cannot be seen.

WHAT TYPES EXIST

Outside the camera view Hidden behind other geometry Too small or distant to matter

WHAT TO MEASURE

Draw calls, triangles, and overdraw, per frame.


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