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.
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