When Optimisations Work, But for the Wrong Reasons

When Optimisations Work, But for the Wrong Reasons

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When Optimisations Work, But for the Wrong Reasons
Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work. Gamedev Courses: https://simondev.teachable.com/ Support me on Patreon: https://www.patreon.com/simondevyt Follow me on: Instagram: https://www.instagram.com/beer_and_code/ Twitter: https://twitter.com/iced_coffee_dev In this video, we explore the underlying reasons why optimizations like level of detail work. This involves understanding at a deep level, what the GPU expects in terms of data, what the hardware is optimized for, and how the pipeline and physical hardware units are setup. References: https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline https://gpuopen.com/wp-content/uploads/2021/01/AMD_Graphics_pipeline_GIC2020.pdf https://www.amd.com/system/files/documents/rdna-whitepaper.pdf https://shaderbits.com/blog/octahedral-impostors https://www.humus.name/index.php?page=Comments&ID=228 https://www.g-truc.net/post-0662.html https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-21-true-impostors https://developer.arm.com/documentation/102695/0100/Triangle-and-polygon-usage?lang=en#micro https://www.youtube.com/watch?v=ZRhJT2nmvA4 https://www.youtube.com/watch?v=EE-4GvjKcfs https://www.youtube.com/watch?v=jKQem4Z6ioQ https://www.youtube.com/watch?v=QdBZY2fkU-0 https://www.youtube.com/watch?v=nWm_OhIKms8 https://www.youtube.com/watch?v=-50MJf7hyOw