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

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About this Document<br />

3.10.6 Avoid writing to unlocked buffers ................................................ 34<br />

3.10.7 Avoid tight polling on queries ..................................................... 34<br />

4 Performance Analysis on <strong>Intel</strong> Processor graphics ................................................. 35<br />

4.1 Diagnosing Performance Bottlenecks ........................................................ 35<br />

4.2 Performance Analysis Methodology .......................................................... 35<br />

4.2.1 Game Performance Analysis – “Playability” .................................. 36<br />

1 Appendix: Introducing <strong>Intel</strong>® <strong>Graphics</strong> Performance Analyzers (<strong>Intel</strong>® GPA) ........... 38<br />

1.1.1 Localizing Bottlenecks to a <strong>Graphics</strong> Stack Domain ....................... 41<br />

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

GPA ................................................................................................................ 45<br />

2.1 Case Study: 777 Studio - Rise of Flight ..................................................... 45<br />

2.1.1 Initial Analysis Using <strong>Intel</strong>® GPA System Analyzer ....................... 46<br />

2.1.2 Using <strong>Intel</strong>® GPA Frame Analyzer .............................................. 50<br />

2.1.3 Analyzing the terrain render frame ............................................. 52<br />

2.1.4 Optimization Summary .............................................................. 54<br />

2.1.5 Conclusion ............................................................................... 54<br />

2.1.6 About the Author ...................................................................... 54<br />

2.2 Case Study: Gas Powered Games – “Demigod”* ........................................ 55<br />

2.2.1 Stage 1: <strong>Graphics</strong> Domain ......................................................... 55<br />

2.2.2 Stage 2: Scene Selection ........................................................... 56<br />

Figure 10 A typical Scene in Demigod: <strong>Graphics</strong> Detail is on the Lowest Game Setting .................. 57<br />

2.2.3 Stage 3: Isolating the Cause ...................................................... 57<br />

Figure 11 <strong>Intel</strong>® GPA Frame Analyzer Sampling Indicating a Hot Spot in the Clear Call ................. 58<br />

Figure 12 After Disabling the Clear Call when Shadows are Disabled ........................................... 59<br />

Figure 14 Same Scene with a High GPU Load Shader Outputting Yellow ....................................... 61<br />

Figure 16 <strong>Intel</strong>® GPA System Analyzer after the Clear and Shader Change Applied ....................... 63<br />

Figure 17 Light Shaft Blur and Bloom Disabled - Clearly not a Desirable Change ........................... 64<br />

2.2.4 Key Takeaways from this Analysis .............................................. 65<br />

3 Support ........................................................................................................... 66<br />

4 References ....................................................................................................... 67<br />

5 Optimization Notice ........................................................................................... 68<br />

How to maximize graphics performance on <strong>Intel</strong>® Integrated <strong>Graphics</strong> 7<br />

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