by Brad Hill and Leigh Davies.
We definitely lost one of our nine lives this week with integrating face tracking into our game, but we still have our cat’s eyes, and are still feel very confident that we will be able to show a stellar game at GDC. On the face tracking end of things we had some big wins. We are finally happy with the speed of the algorithms, and the way things are being tracked will work perfectly for putting into Kiwi Catapult Revenge. We completed some complex math to create very realistic perspective shiting in Unity.
When you profile your software with VTune™ Amplifier XE you often start from looking at the top function hotspots list. This allows you to see what functions are spending CPU resources, so you can focus your optimization efforts.
Function call counts can provide some additional information to assist in further optimization.
Most of this week have been used to work on the Interface library you can see a demo of here:
VTune™ Amplifier XE Call Stack Pane
The call stack pane is displayed in viewpoints of analysis types that include stack data. It is displayed on the right side of the viewpoint (highlighted below in a gold box).
This sample demonstrates how trimming particle quads down in size can increase performance by decreasing the amount of unnecessary texture sampling. This technique has been around for a while, but still isn’t very prevalent. The basis for this sample is a particle trimming tool created by Emil Persson, described in detail on his blog here.