omitir hasta el contenido
Video game optimization Ver este material de antemano
CerrarVer este material de antemano
Chequeando…

Video game optimization

Autor: Ben Garney; Eric Preisz
Editorial: Boston, Mass. : Course Technology, ©2011.
Edición/Formato:   Libro-e : Documento : Inglés (eng)Ver todas las ediciones y todos los formatos
Base de datos:WorldCat
Resumen:
"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  Leer más
Calificación:

(todavía no calificado) 0 con reseñas - Ser el primero.

Temas
Más materiales como éste

 

Encontrar un ejemplar en línea

Encontrar un ejemplar en la biblioteca

&AllPage.SpinnerRetrieving; Encontrando bibliotecas que tienen este material…

Detalles

Género/Forma: Electronic books
Formato físico adicional: Print version:
Safdarzadeh, Arzhange.
Video Game Optimization.
Boston : Course Technology / Cengage Learning, ©2010
Tipo de material: Documento, Recurso en Internet
Tipo de documento: Recurso en Internet, Archivo de computadora
Todos autores / colaboradores: Ben Garney; Eric Preisz
ISBN: 9781598637335 1598637339 1598634356 9781598634358
Número OCLC: 608494192
Descripción: 1 online resource (xxi, 334 pages) : illustrations
Contenido: ""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""
Responsabilidad: Ben Garney and Eric Preisz.

Resumen:

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  Leer más

Reseñas

Reseñas editoriales

Resumen de la editorial

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: Leer más

 
Reseñas contribuidas por usuarios
Recuperando reseñas de GoodReads…
Recuperando reseñas de DOGObooks…

Etiquetas

Todas las etiquetas de usuarios (4)

Ver etiquetas más populares como: lista de etiquetas | nube de etiquetas

Materiales similares

Temas relacionados:(4)

Listas de usuarios con este material (1)

Confirmar este pedido

Ya ha pedido este material. Escoja OK si desea procesar el pedido de todos modos.

Datos enlazados


Primary Entity

<http://www.worldcat.org/oclc/608494192> # Video game optimization
    a schema:MediaObject, schema:CreativeWork, schema:Book ;
    library:oclcnum "608494192" ;
    library:placeOfPublication <http://id.loc.gov/vocabulary/countries/mau> ;
    library:placeOfPublication <http://experiment.worldcat.org/entity/work/data/476695356#Place/boston_mass> ; # Boston, Mass.
    schema:about <http://dewey.info/class/794.8/e22/> ;
    schema:about <http://experiment.worldcat.org/entity/work/data/476695356#Topic/video_games_programming> ; # Video games--Programming
    schema:about <http://experiment.worldcat.org/entity/work/data/476695356#Topic/computer_games_programming> ; # Computer games--Programming
    schema:about <http://id.loc.gov/authorities/subjects/sh2008101479> ; # Computer games--Design
    schema:about <http://experiment.worldcat.org/entity/work/data/476695356#Topic/video_games_design> ; # Video games--Design
    schema:about <http://experiment.worldcat.org/entity/work/data/476695356#Topic/computer_games_design> ; # Computer games--Design
    schema:about <http://id.loc.gov/authorities/subjects/sh95003476> ; # Computer games--Programming
    schema:about <http://id.loc.gov/authorities/subjects/sh2006004108> ; # Video games--Design
    schema:bookFormat schema:EBook ;
    schema:contributor <http://viaf.org/viaf/107835933> ; # Eric Preisz
    schema:copyrightYear "2011" ;
    schema:creator <http://viaf.org/viaf/107835914> ; # Ben Garney
    schema:datePublished "2011" ;
    schema:description ""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 providing detailed solutions and examples to solving this limitation. All the examples covered in the book can be applied to a variety of game types and coverage of how to optimize system memory, CPU processing, graphics, and shaders is included"--Resource description page."@en ;
    schema:description """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"""@en ;
    schema:exampleOfWork <http://worldcat.org/entity/work/id/476695356> ;
    schema:genre "Electronic books"@en ;
    schema:inLanguage "en" ;
    schema:isSimilarTo <http://worldcat.org/entity/work/data/476695356#CreativeWork/video_game_optimization> ;
    schema:name "Video game optimization"@en ;
    schema:productID "608494192" ;
    schema:publication <http://www.worldcat.org/title/-/oclc/608494192#PublicationEvent/boston_mass_course_technology_2011> ;
    schema:publisher <http://experiment.worldcat.org/entity/work/data/476695356#Agent/course_technology> ; # Course Technology
    schema:url <http://proquest.safaribooksonline.com/?fpi=9781598634358> ;
    schema:url <http://proquest.tech.safaribooksonline.de/9781598634358> ;
    schema:url <http://proquest.safaribooksonline.com/9781598634358> ;
    schema:url <http://proquest.safaribooksonline.com/640> ;
    schema:url <http://site.ebrary.com/id/10372207> ;
    schema:url <http://www.books24x7.com/marc.asp?bookid=34470> ;
    schema:url <http://public.eblib.com/choice/publicfullrecord.aspx?p=3136286> ;
    schema:workExample <http://worldcat.org/isbn/9781598634358> ;
    schema:workExample <http://worldcat.org/isbn/9781598637335> ;
    wdrs:describedby <http://www.worldcat.org/title/-/oclc/608494192> ;
    .


Related Entities

<http://experiment.worldcat.org/entity/work/data/476695356#Agent/course_technology> # Course Technology
    a bgn:Agent ;
    schema:name "Course Technology" ;
    .

<http://experiment.worldcat.org/entity/work/data/476695356#Place/boston_mass> # Boston, Mass.
    a schema:Place ;
    schema:name "Boston, Mass." ;
    .

<http://experiment.worldcat.org/entity/work/data/476695356#Topic/computer_games_design> # Computer games--Design
    a schema:Intangible ;
    schema:name "Computer games--Design"@en ;
    .

<http://experiment.worldcat.org/entity/work/data/476695356#Topic/computer_games_programming> # Computer games--Programming
    a schema:Intangible ;
    schema:name "Computer games--Programming"@en ;
    .

<http://experiment.worldcat.org/entity/work/data/476695356#Topic/video_games_design> # Video games--Design
    a schema:Intangible ;
    schema:name "Video games--Design"@en ;
    .

<http://experiment.worldcat.org/entity/work/data/476695356#Topic/video_games_programming> # Video games--Programming
    a schema:Intangible ;
    schema:name "Video games--Programming"@en ;
    .

<http://id.loc.gov/authorities/subjects/sh2006004108> # Video games--Design
    a schema:Intangible ;
    schema:name "Video games--Design"@en ;
    .

<http://id.loc.gov/authorities/subjects/sh2008101479> # Computer games--Design
    a schema:Intangible ;
    schema:name "Computer games--Design"@en ;
    .

<http://id.loc.gov/authorities/subjects/sh95003476> # Computer games--Programming
    a schema:Intangible ;
    schema:name "Computer games--Programming"@en ;
    .

<http://viaf.org/viaf/107835914> # Ben Garney
    a schema:Person ;
    schema:familyName "Garney" ;
    schema:givenName "Ben" ;
    schema:name "Ben Garney" ;
    .

<http://viaf.org/viaf/107835933> # Eric Preisz
    a schema:Person ;
    schema:familyName "Preisz" ;
    schema:givenName "Eric" ;
    schema:name "Eric Preisz" ;
    .

<http://worldcat.org/entity/work/data/476695356#CreativeWork/video_game_optimization>
    a schema:CreativeWork ;
    rdfs:label "Video Game Optimization." ;
    schema:description "Print version:" ;
    schema:isSimilarTo <http://www.worldcat.org/oclc/608494192> ; # Video game optimization
    .

<http://worldcat.org/isbn/9781598634358>
    a schema:ProductModel ;
    schema:isbn "1598634356" ;
    schema:isbn "9781598634358" ;
    .

<http://worldcat.org/isbn/9781598637335>
    a schema:ProductModel ;
    schema:isbn "1598637339" ;
    schema:isbn "9781598637335" ;
    .


Content-negotiable representations

Cerrar ventana

Inicie una sesión con WorldCat 

¿No tienes una cuenta? Puede fácilmente crear una cuenta gratuita.