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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Lost in translation</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/02/lost-in-translation.aspx</link><description>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</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Lost in translation</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/02/lost-in-translation.aspx#8389365</link><pubDate>Mon, 14 Apr 2008 03:21:53 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8389365</guid><dc:creator>bpevangelista</dc:creator><description>&lt;p&gt;Great post!!!&lt;/p&gt;
&lt;p&gt;About the video driver:&lt;/p&gt;
&lt;p&gt;&amp;quot;If you think about it, this only makes sense for games which are CPU bound. If a game is GPU bound, speeding up the translation code in the graphics driver will make no difference, since that CPU code was not the limiting factor in the first place.&amp;quot;&lt;/p&gt;
&lt;p&gt;Ok, but imagine if a new video driver knows how to translate the code in a way that there's less work to be done on the GPU ?? In this way, a new video driver can improve both the GPU and the CPU.&lt;/p&gt;
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