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Intel HD Graphics DirectX Developer's Guide (Sandy Bridge)

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Appendix: Enhancing <strong>Graphics</strong> Performance on <strong>Intel</strong>® Processor <strong>Graphics</strong> with <strong>Intel</strong>® GPA<br />

Figure 8 Close-up View of Landscape (~40 FPS)<br />

The peak GPU time occurred when rendering trees in<br />

frames 215 - 219 (~ 6.4 ms).<br />

Terrain rendering occurred in frames 40 - 44 (~ 1.2<br />

ms)<br />

Grass rendering occurred in frames 290 - 316 (~ 3.2<br />

ms)<br />

Rise of Flight‟s forest rendering process was quite complex and required considerable<br />

CPU and GPU resources. The size of a forest “chunk” is 667 by 667 feet, and the<br />

rendering engine culled non-visible chunks from the forest map database. Although<br />

these trees are invisible to the viewer, they are still rendered at a high level of detail.<br />

To optimize tree rendering, I rewrote the shader to use dynamic branching within PS<br />

3.0 to utilize a high-detail forest mask. As a result I improved tree rendering times<br />

~50%, increasing the frame rate for the terrain render test case from 41 to 62 FPS.<br />

Grass rendering was the final area highlighted as being slow by <strong>Intel</strong>® GPA. Since<br />

this is an optional feature, the user can choose to lower the quality of grass rendering<br />

or turn it off completely.<br />

How to maximize graphics performance on <strong>Intel</strong>® Integrated <strong>Graphics</strong> 53

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