UE4 Graphics Profiling: Pipeline and Bottlenecks

Tech Art Aid
Tech Art Aid
44.9 هزار بار بازدید - 8 سال پیش - Learn about the pipeline in
Learn about the pipeline in modern desktop GPUs and how it affects your game content's performance. Get project files: techartaid.com/products/ Vertex, pixel and memory-related sources of trouble are explained. Optimization viewmodes are shown, as a tool for early detection of bottlenecks. All parts playlist:    • UE4 Graphics Profiling   Chapters: 00:00 Introduction 01:35 Anatomy of a frame. 'Stat unit' command 03:06 Types of shaders 03:55 Draw calls 04:45 Pixel-bound problems. Translucency 06:44 Quad overdraw 08:15 Vertex-bound problems 09:45 Memory-related problems 12:18 Deferred vs. Forward rendering 14:00 Optimization Viewmodes 20:29 Texture statistics Thanks to early reviewers: Mikołaj Fabjański and Ch Hope. Links and sources: [1] "A trip through the Graphics Pipeline 2011" (amazing in-depth series about pipeline): fgiesen.wordpress.com/2011/07/04/a-trip-through-th… [2] "GPU Gems 3 - Deferred Shading in Tabula Rasa" (deferred theory): http.developer.nvidia.com/GPUGems3/gpugems3_ch19.h… [3] "How bad are small triangles on GPU and why?": www.g-truc.net/post-0662.html [4] "Counting Quads" (quad overdraw explained): blog.selfshadow.com/2012/11/12/counting-quads/ [5] "GPU Performance for Game Artists": fragmentbuffer.com/gpu-performance-for-game-artist…
8 سال پیش در تاریخ 1396/02/01 منتشر شده است.
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