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 <[email protected]>, Tony Albrecht <[email protected]> writes: > The trick is to know when its the code that is getting slower due to > inefficient code or due to the amount of data its processing. Both variables > change over the lifetime of the development of the application (specifically > with games). I agree, there are two variables on a product during development: code and data. Your code is changing as your development team makes changes and your run-time data is changing as your art team makes changes. I would expect performance gotchas due strictly to code changes to show up in performance tests of components. For instance, I build a static scene graph that's used for my scene traversal benchmark. If that benchmark blows the time budget, then I know its my code that did it. The end-to-end level playback stuff uses the content from the art team. If that benchmark blows the budget, but the component benchmark is still completing under budget, then we know its the content that pushed us over the edge. With that information in hand, we could decide what to do about it. Do we tune the code to handle the larger content load, or do we reorganize the content to bring us back into the green? Its a judgment call. -- "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