Intel HD Graphics DirectX Developer's Guide (Sandy Bridge)
Intel HD Graphics DirectX Developer's Guide (Sandy Bridge)
Intel HD Graphics DirectX Developer's Guide (Sandy Bridge)
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
<strong>Intel</strong>® <strong>HD</strong> <strong>Graphics</strong> <strong>DirectX</strong>* <strong>Developer's</strong> <strong>Guide</strong><br />
Turn off or reduce the resolution of the textures using the <strong>Intel</strong>® GPA Frame<br />
Analyzer 2x2 texture experiment. This should reduce the impact of memory latency<br />
significantly and help narrow down where the memory usage is coming from. The<br />
use of large textures tends to be a significant cause of memory bandwidth bounded<br />
scenarios.<br />
Temporarily short-circuit multi-pass rendering loops and rerun the test to check for<br />
performance improvements. Memory bandwidth can be a major constraint for<br />
processor graphics with multi-pass rendering.<br />
Using the <strong>Intel</strong>® GPA override, change the polygon vertex winding order from the<br />
default counter-clockwise or clockwise or vice-versa to the other. If the game is<br />
bandwidth limited, generally, this should not change the frame rate.<br />
44 Document Number: 321371-002US