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Books that cover directX optimizations?

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Does anyone know of any books that cover DirectX Graphics optimizations? Things like poly batching and such? Thanks!

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While I dont know about any such book, have you already maximized your triangle throughput ? If not, go here nVidia Vertex Buffer (VB)Optimizations (Only DOC file works). Read also all relevant papers below on that page.
Especially this Excel Sheet is invaluable as it deals with optimal FVF & VB size - everything benchmarked in the range of 20 vertices to 30.000 vertices in one Vertex Buffer. Really great reading.
If you finally manage to Optimize your DX&VB usage according to these tips, then you dont need to shell out any money for any book of that kind. Just read all that stuff and implement it.
I think that after that you are only left with Profiling which can really surprise you.

Just a few general questions regarding VBs:

What is your current amount of different FVFs and their size ? Have you sorted your rendering by FVF ?
Arent some FVFs using bandwith uselessly (Vertex Colors when you actually have all vertices white - so Material setting is enough since you blend the vertex color with texture)?
Do you use Indexed triangle strips/list ?
Are your VBs static or dynamic ? If theyre dynamic, do they use correct flags when updating ? If theyre static, is the Lock called only once during creation of VB ?
How many different DrawPrimitive calls are you making and what is the amount of tris rendered in every call ?

And that was just from VBs standpoint, the same might be asked regarding textures, state switching, frustum culling ...

Avenger game

[edited by - VladR on May 28, 2003 3:47:57 AM]

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