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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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How does shader performance relate to complexity and task count?

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For instance,without any shaders passing,I can render models made of thousands of polys at 800 fps and maybe of millions at 200-300 FPS,but if I use a simple shader of any kind on a simple mesh,it causes a noticeable FPS drop(from 1000 to 700).Then if I use a more complex shader,like one that calculates multiple lights,the framerate drops to 500,so it's not a linear decrease,but is there a way to exactly compare shader performances without having to compile the whole solution?Like maybe an HSLS -> ASM converter that would allow me to see the instruction counts?
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[quote name='MJP' timestamp='1338335610' post='4944489']
Framerate is not linear, so you shouldn't use it to determine performance impact. Going from 1000 to 700 fps is equivalent to adding ~0.4ms of frame time, while going from 700 to 500fps is equivalent to adding ~0.6ms of frame time.

AMD has [url="http://developer.amd.com/tools/shader/Pages/default.aspx"]GPU ShaderAnalayzer[/url] which can convert your HLSL to actual hardware-specific microcode (not D3D shader assembly, which is just an intermediate format) and can give you cycle counts for the shader. But overall performance at runtime is still going to vary based on a lot of things, such as how many pixels you shade or what else is currently executing on the GPU.
[/quote]

Exactly what I was looking for,thanks.I was planning to use a parallax normal mapping on every object in my game,so I was curious at how heavy the technique actually is.
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