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SDK White Paper Improve Batching Using Texture Atlases
| Content Provider | CiteSeerX |
|---|---|
| Abstract | Batching, or rather the lack of batching is a common problem for game developers. A batch consists of a number of render-state changes followed by a draw-call. Submitting hundreds or worse, thousands of batches per frame inevitably makes an application CPU-limited due to inherent driver overhead. See [Wloka2003] for a detailed characterization of this problem. While game-developers are aware of and understand this problem, it is nonetheless difficult to avoid, since ultimately game developers want to display many objects that all have different characteristics, and thus typically require render-state changes: game developers therefore require practical techniques that allow them to eliminate state-changes and merge batches. An internal survey of four DirectX9 titles (some of them still under development) reveals that the following render-state changes occur most frequently: SetTexture() SetVertexShaderConstantF() |
| File Format | |
| Access Restriction | Open |
| Subject Keyword | Directx9 Title Many Object Different Characteristic Render-state Change Common Problem Merge Batch Inherent Driver Overhead Following Render-state Change Game Developer Internal Survey Detailed Characterization Require Practical Technique |
| Content Type | Text |