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?
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