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Video game optimization

Verfasser/in: Ben Garney; Eric Preisz
Verlag: Boston, Mass. : Course Technology, ©2011.
Ausgabe/Format   E-Book : Dokument : EnglischAlle Ausgaben und Formate anzeigen
Datenbank:WorldCat
Zusammenfassung:
"Video Game Optimization describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surprisingly simple and applicable to a broad audience. The book tackles the process of optimization by first describing how to determine where a game is limited and then  Weiterlesen…
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Gattung/Form: Electronic books
Physisches Format Print version:
Safdarzadeh, Arzhange.
Video Game Optimization.
Boston : Course Technology / Cengage Learning, ©2010
Medientyp: Dokument, Internetquelle
Dokumenttyp: Internet-Ressource, Computer-Datei
Alle Autoren: Ben Garney; Eric Preisz
ISBN: 9781598637335 1598637339 1598634356 9781598634358
OCLC-Nummer: 608494192
Beschreibung: 1 online resource (xxi, 334 pages) : illustrations
Inhalt: ""Contents""; ""Introduction""; ""Chapter 1 The Basics of Optimization""; ""Getting to Better Optimization""; ""Optimization Lifecycle""; ""1: Benchmark""; ""2: Detection""; ""3: Solve""; ""4: Check""; ""5: Repeat""; ""Hotspots and Bottlenecks""; ""Hotspots""; ""Bottlenecks""; ""Trade-Offs""; ""Levels of Optimization""; ""System Level""; ""Algorithmic Level""; ""Micro-Level""; ""Optimization Pitfalls""; ""Assumptions""; ""Premature Optimization""; ""Optimizing on Only One Machine""; ""Optimizing Debug Builds""; ""Bad Benchmarks""; ""Concurrency""; ""Middleware""; ""Big O Notation"" ""Conclusion""""Chapter 2 Planning for Your Project""; ""Project Lifecycle""; ""The Performance Budget""; ""Setting Specifications""; ""Developing Line Items""; ""Typical Project Trajectory""; ""Maximizing Return on Investment""; ""Visualizing Performance""; ""Understanding Slowness""; ""High Frame Rate""; ""The Value of Consistency""; ""Conclusion""; ""Chapter 3 The Tools""; ""Intrusiveness""; ""Types of Tools""; ""Profilers""; ""System Monitors""; ""System Adjusters""; ""Timers 101""; ""Code Instrumentation""; ""Simple Timing""; ""Hierarchical Profiling""; ""Counters""; ""Reports"" ""Tool Spotlight""""Intel VTune""; ""Microsoft PIX for Windows""; ""NVIDIA PerfHUD""; ""NVIDIA FX Composer""; ""DirectX Debug Runtime""; ""gprof""; ""AMD CodeAnalyst""; ""AMD GPU PerfStudio""; ""Conclusion""; ""Sources Cited""; ""Chapter 4 Hardware Fundamentals""; ""Memory""; ""Registers and Caches""; ""Memory Mapping""; ""Dynamic Random Access Memory""; ""Direct Memory Access""; ""Virtual Memory""; ""GPU and Memory""; ""Alignment and Fetching""; ""Caching""; ""CPU""; ""Lifecycle of an Instruction""; ""Running Out of Order""; ""Data Dependencies""; ""Branching and Branch Prediction"" ""Simultaneous Multi-Threading""""Multi-Core""; ""GPU: From API to Pixel""; ""Application Calls API""; ""Geometry""; ""Rasterization""; ""GPU Performance Terms""; ""GPU Programmability""; ""Shader Hardware""; ""Shader Languages""; ""Shader Models""; ""Shaders and Stream Processing""; ""Conclusion""; ""Works Cited""; ""Chapter 5 Holistic Video Game Optimization""; ""Holistic�The Optimal Approach""; ""Parallelism and a Holistic Approach""; ""The Power Is in the System""; ""The Process""; ""The Benchmark""; ""GPU Utilization""; ""The Decision""; ""The Tools""; ""CPU Bound: Overview"" ""CPU: Source Bound""""What to Expect""; ""The Tools""; ""Third-Party Module Bound""; ""GPU Bound""; ""Pre-Unified Shader Architecture""; ""Unified Shader Architecture""; ""Kernels""; ""Graphics Bus""; ""Example""; ""Conclusion""; ""Works Cited""; ""Chapter 6 CPU Bound: Memory""; ""Detecting Memory Problems""; ""Solutions""; ""Pre-Fetching""; ""Access Patterns and Cache""; ""Randomness""; ""Streams""; ""AOS vs. SOA""; ""Solution: Strip Mining""; ""Stack, Global, and Heap""; ""Stack""; ""Global""; ""Heap""; ""Solution: Don�t Allocate""; ""Solution: Linearize Allocation""
Verfasserangabe: Ben Garney and Eric Preisz.

Abstract:

Describes a process for increasing the performance of a video game for better gameplay and visual experience. This book tackles the process of optimization by describing how to determine where a game  Weiterlesen…

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Introduction to Graphics Optimization. Chapter 1: PC Graphics System Overview. Chapter 2: The Optimization Process. Chapter 3: Intro to Optimization Tools. Chapter 4: More on Hardware. Chapter 5: Weiterlesen…

 
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