UE4 Graphics Profiling: Pipeline and Bottlenecks
Описание
Learn about the pipeline in modern desktop GPUs and how it affects your game content's performance.
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Vertex, pixel and memory-related sources of trouble are explained. Optimization viewmodes are shown, as a tool for early detection of bottlenecks.
All parts playlist: https://www.youtube.com/playlist?list=PLF8ktr3i-U4A7vuQ6TXPr3f-bhmy6xM3S
Chapters:
00:00 Introduction
01:35 Anatomy of a frame. 'Stat unit' command
03:06 Types of shaders
03:55 Draw calls
04:45 Pixel-bound problems. Translucency
06:44 Quad overdraw
08:15 Vertex-bound problems
09:45 Memory-related problems
12:18 Deferred vs. Forward rendering
14:00 Optimization Viewmodes
20:29 Texture statistics
Thanks to early reviewers: Mikołaj Fabjański and Ch Hope.
Links and sources:
[1] "A trip through the Graphics Pipeline 2011" (amazing in-depth series about pipeline): https://fgiesen.wordpress.com/2011/07/04/a-trip-through-the-graphics-pipeline-2011-part-4/
[2] "GPU Gems 3 - Deferred Shading in Tabula Rasa" (deferred theory): http://http.developer.nvidia.com/GPUGems3/gpugems3_ch19.html
[3] "How bad are small triangles on GPU and why?": http://www.g-truc.net/post-0662.html
[4] "Counting Quads" (quad overdraw explained): http://blog.selfshadow.com/2012/11/12/counting-quads/
[5] "GPU Performance for Game Artists": http://fragmentbuffer.com/gpu-performance-for-game-artists/
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