Re: Hitting 60 Hz in Unreal Engine 3 (was:bothering with C# for 3D)

"Jon Greenberg" <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <1AF87C46295E4A8DBD2E8E79E389DBBD@BigBoy>
FYI I'm the one who gave the GDC talk on UE3 at 60Hz.  Wasn't aware you guys
were discussing the presentation on sweng-gamedev.  I'd be happy to answer
any questions anyone has about the talk (as much as I'm allowed to anyway).

The specific reference to virtual functions - which isn't obvious from the
slides themselves - is to pixel/vertex shader setup found in UE3's render
thread.  A lot of the behaviour involved the invocation of VF's, at the time
often for lazy retrieval of values where even straightforward local caching
of values would help.  Since most of the render thread time was spent
executing the shader setup stuff, reducing VF calls had a sadly dramatic
impact on performance.

Jon
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Richard
Sent: Friday, February 12, 2010 4:25 PM
To: [email protected]
Subject: Re: [Sweng-Gamedev] Hitting 60 Hz in Unreal Engine 3 (was:bothering
with C# for 3D)


In article <[email protected]>,
    Tony Albrecht <[email protected]>  writes:

>
here<http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_o
f
_Object_Oriented_Programming_GCAP_09.pdf>-
> I deal with virtual functions from around slide 40. [...]

Tony, I just wanted to pop back and say thanks for that link.  I read
through the whole slide deck and now I understand that the real issue
is cache coherency and not just a simpleminded banishment of virtual
function calls, OOP, or whatever.

I think there's a design pattern in there, but I'm not sure how to
formulate it yet.
-- 
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
 <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/>

      Legalize Adulthood! <http://legalizeadulthood.wordpress.com>
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