Last time I discussed how I am currently using pipeline state monitoring to minimize the number of API calls that are submitted to the Direct3D runtime/driver. Some of you were wondering if this is a worthwhile thing to try out, and were interested in some empirical test results to see what the difference is. Hieroglyph 3 has quite a number of differe...
Chronicles of the Hieroglyph
My last couple of commits to Hieroglyph 3 addressed a performance issue that most likely all graphics programmers that have made it beyond the basics have grappled with: Pipeline State Monitoring. This is the system used to ensure that your engine only submits the API calls that are really necessary in your rendered frame. This cuts down on any API cal...
Recent Entries
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Something Special Today...21 May 2013 -
GPU Pro 416 May 2013 -
Pipeline State Monitoring - Results29 March 2013 -
Pipeline State Monitoring07 March 2013 -
Don't use Singletons for Event Managers!21 February 2013
Recent Comments
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Something Special Today...TheChubu - Jun 01 2013 05:17 PM -
Something Special Today...Gaiiden - May 21 2013 09:40 PM -
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Pipeline State Monitoring - ResultsJason Z - Mar 31 2013 09:11 AM -
Pipeline State Monitoring - Resultsunbird - Mar 29 2013 05:37 PM
Recent Entries
-
Something Special Today...21 May 2013 -
GPU Pro 416 May 2013 -
Pipeline State Monitoring - Results29 March 2013 -
Pipeline State Monitoring07 March 2013 -
Don't use Singletons for Event Managers!21 February 2013
Recent Comments
-
Something Special Today...TheChubu - Jun 01 2013 05:17 PM -
Something Special Today...Gaiiden - May 21 2013 09:40 PM -
-
Pipeline State Monitoring - ResultsJason Z - Mar 31 2013 09:11 AM -
Pipeline State Monitoring - Resultsunbird - Mar 29 2013 05:37 PM
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