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April, 2008
Index
Categorized index of old blog posts
Recent Posts
(Charles - n) + (George + n) != Charles + George
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Important suggestion from the MVP Summit
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Stalls part two: beware of SetData
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Stalling the pipeline
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Shawn's Holistic Detective Agency
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
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April, 2008
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Shawn Hargreaves Blog
(Charles - n) + (George + n) != Charles + George
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Or to rephrase the title, in the land of parallel processing you can rob Peter, pay Paul, and have everybody end up richer. I once did some consulting for a game that was having performance problems. It used a sophisticated visibility system which split...
Shawn Hargreaves Blog
Important suggestion from the MVP Summit
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
9
Comments
Once a year, a group of MVPs ( "Microsoft Valued Professionals" ) fly out to Seattle to meet with Microsoft product teams and discuss what's good, what's bad, and where things ought to go in the future. This can sometimes degenerate into a couple...
Shawn Hargreaves Blog
Stalls part two: beware of SetData
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
3
Comments
ajmiles got it in one . This harmless looking code: vertexBuffer.SetData(particlePositions); graphicsDevice.VertexBuffer = vertexBuffer; graphicsDevice.DrawPrimitives(...); will cause a pipeline stall if the CPU reaches the SetData call for...
Shawn Hargreaves Blog
Stalling the pipeline
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
7
Comments
Normally, the CPU and GPU run in parallel. Framerate = max(CPU time, GPU time) . If your code causes a pipeline stall, however, the processors must take turns to run while the other one sits idle. Yikes! Now framerate = CPU time + GPU time . In other...
Shawn Hargreaves Blog
Shawn's Holistic Detective Agency
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Ok, I admit it. I oversimplified , again . But this is the last time, I promise! To obtain maximum parallelism between different stages in a pipeline, you should ideally buffer up an entire frame of data in between each stage. This is exactly what happens...
Shawn Hargreaves Blog
I love this time of year
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
2
Comments
Driving home from work this evening was pretty much a textbook demonstration of advanced lighting techniques as the sun set behind the mountains. Just beautiful.
Shawn Hargreaves Blog
Santa's production line
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
4
Comments
I oversimplified when I described the GPU as a single elf named George . In fact, a modern graphics card has a complex pipeline with hundreds of elves working in parallel. In the same way that the CPU records drawing commands into a buffer, then the GPU...
Shawn Hargreaves Blog
How to tell if you are CPU or GPU bound
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
8
Comments
We have a game. We want to know whether it is limited by CPU or GPU performance. There are three possibilities: It could be CPU bound It could be GPU bound The CPU and GPU could be exactly balanced There is no direct way to measure this, but we can work...
Shawn Hargreaves Blog
Lost in translation
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
1
Comments
In my previous post I skimmed over the details of exactly what I meant by translating instructions from CPU to GPU format. Here is what usually happens: Your Draw method issues graphics calls, which are recorded into a buffer Your Draw method finishes...
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