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21 Cards in this Set

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What are the 3 categories for simulation frame rates as measured in frames per second?
cad (computer aided design), interactive sim and realtime
What is the target frame rate?
60 fps, anything greater is a waste
the gathering of performance data in a realtime engine
metrics
the realtime engine is divided up into three main parts..
app, cull and draw
when one part of the realtime engine takes much longer to complete than the others
performance bottleneck
when the computer takes longer to figure out which polys to draw than to actually draw them
cull bottleneck
This will switch out polygons that are far aways and thus less important. less polys = less cull
level of detail
when all the video card memory is used up. symptoms: periodic frame rate "hiccup"
memory bottlenecks
what are some memory bottleneck solutions?
use less textures, use smaller res screen (smaller frame buffer), use smaller textures, turn off mipmapping, use smaller bit depth, use texture compression
when the poly count limit of the graphics card is reached. symptoms: gradual slowdown of frame rate.
transform bottleneck
what are some transform bottleneck solutions?
use less animations, use less polygons, use less particles
the more realtime lights, the slower the system runs
lighting bottlenecks
what are some lighting bottleneck solutions?
use less lights, instead you can use colored textures, colored vertexes, light maps
Can replace lighting calculations, thus increasing performance
lightmaps - downside is more memory but they're static
difference between polys can slow down the system.
state change bottlenecks
each polygon has certain attributes associated with them..
geometry (size & shape) and state (colors, textures, materials, normals and uvs)
when triangles are identical in state, they can be rendered very efficiently
tristeps
what are some state change bottleneck solutions?
combine objects together when possible and minimize the number of textures used by collaging the textures together
too many overlapping polygons on screen
fill rate bottlenecks
each level of depth in a scene can cause a pixel to be drawn more than once
depth complexity
what are some fill rate bottleneck solutions?
use a smaller res screen, use lod, try to reduce the amount of alpha textured pixels, remove unseen polys and occlusion culling