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

Richard <[email protected]>
Newsgroups gmane.games.devel.sweng
Organization multi-cellular, biological
Message-ID <[email protected]>
In article <1AF87C46295E4A8DBD2E8E79E389DBBD@BigBoy>,
    "Jon Greenberg" <[email protected]>  writes:

> 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).

I think all my questions were answered in the discussion we had;
unless you think the discussion was off the mark.

> 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.

Interesting.  Would you agree that it was the deleterious effect on
the data cache that was the root cause of the slowness of using VF's
here?
-- 
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
 <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/>

      Legalize Adulthood! <http://legalizeadulthood.wordpress.com>
_______________________________________________
Sweng-Gamedev mailing list
[email protected]
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.