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      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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DanielKruyt

What makes using high-res textures slower?

7 posts in this topic

Hi there,

I'm trying to figure why high-resolution textures seem to cook GPUs more than low-res ones. Is it the fact that you need to do more memory reads per texture and therefore use more bandwidth? If that is the case, surely, when the triangle being rasterized is taking fewer pixels of the screen, performance should increase?

Thanks,
Daniel Kruyt

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One of the reasons why larger textures can be slower AFAIK is because smaller ones fit better in the texture cache, and thus avoid cache trashing


This is good advice. Understanding texture cache can probably gain you some performance.
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I'm not an expert, but "more memory reads" in form of a higher number of textels that needs to be read, is definately not the case. Yes, a triangle that is further away and smaller does indeed increase performance, since less pixels need to be rasterized. You'll notice once you start to apply more complicated effects like Parallax mapping and so on.

 

From my own experience, larger textures (from models) aren't a huge performance bottleneck, though I might have been simply limited otherwise. One of the reasons why larger textures can be slower AFAIK is because smaller ones fit better in the texture cache, and thus avoid cache trashing (though this is mostly quessing, take it with a grain of salt). More memory bandwidth is likely to be a reason too, since if the texture is larger, it takes up more memory and thus more data has to be transfered somehow...

 

+1 but that would be cache thrashing, unless you are actually trashing your cache tongue.png

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Hi, thanks for all the answers!

Is there anywhere that I can go to learn more about modern GPU architectures? I'm very into optimizing any and all code that I write, so I like to know as much detail about the systems I develop for as possible. Thanks for your time. smile.png

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Hi, thanks for all the answers!
Is there anywhere that I can go to learn more about modern GPU architectures? I'm very into optimizing any and all code that I write, so I like to know as much detail about the systems I develop for as possible. Thanks for your time. :)


Beyond3D (http://www.beyond3d.com/) tends to be a great starter.
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