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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>Santa's production line</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/11/santa-s-production-line.aspx</link><description>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</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Santa's production line</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/11/santa-s-production-line.aspx#8385269</link><pubDate>Sat, 12 Apr 2008 16:53:17 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8385269</guid><dc:creator>CGomez</dc:creator><description>&lt;p&gt;Your hard work, advice, and knowledge that you share in these posts are nothing short of a public service to hobbyists. &amp;nbsp;I know you and the other hard working bloggers on the XNA team have work to do, but thank you for the time and effort to share your experience.&lt;/p&gt;
</description></item><item><title>re: Santa's production line</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/11/santa-s-production-line.aspx#8385768</link><pubDate>Sat, 12 Apr 2008 22:18:20 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8385768</guid><dc:creator>Ultrahead</dc:creator><description>&lt;p&gt;Great post. Just a few minor things, if I may:&lt;/p&gt;
&lt;p&gt;&amp;quot;The texture fetch unit looks up any textures that were requested by the pixel shader&amp;quot;. From shader model 3 and on, this can also be used by the vertex shader (know as &amp;quot;Vertex Texture Fetch&amp;quot;).&lt;/p&gt;
&lt;p&gt;&amp;quot;Try running your game in a tiny resolution, say 100x50&amp;quot;. But still on fullscreen, otherwise you'll be also moving from &amp;quot;swapping&amp;quot; to &amp;quot;copying&amp;quot; the backbuffer (the former is faster, of course).&lt;/p&gt;
&lt;p&gt;My five, sir.&lt;/p&gt;
</description></item><item><title>re: Santa's production line</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/11/santa-s-production-line.aspx#9896076</link><pubDate>Thu, 17 Sep 2009 01:01:47 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9896076</guid><dc:creator>fn2000</dc:creator><description>&lt;p&gt;What are actual downsides of using vertex data compression? I assume we lost vertex data precision but how it really impacts real-life applications?&lt;/p&gt;
&lt;p&gt;Thanks,&lt;/p&gt;
&lt;p&gt;fn2000&lt;/p&gt;</description></item><item><title>re: Santa's production line</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/11/santa-s-production-line.aspx#9897617</link><pubDate>Mon, 21 Sep 2009 19:49:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9897617</guid><dc:creator>ShawnHargreaves</dc:creator><description>&lt;p&gt;&amp;gt; What are actual downsides of using vertex data compression? I assume we lost vertex data precision but how it really impacts real-life applications?&lt;/p&gt;
&lt;p&gt;If your app is bound by vertex fetch memory bandwidth, reducing the size of the vertex data could give a big speed boost.&lt;/p&gt;
&lt;p&gt;If your app is bound by some other part of the GPU, this will make no difference to performancce (but will still obviously save memory).&lt;/p&gt;
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