For example, through visual inspection you might see that you are rendering a large number of very small graphics primitives, which is relatively expensive compared to the level of detail that they provide in the scene. Visual inspection might also highlight unintended primitives being rendered. If either of these is the case, consider using a bump map, texture map, and/or other level-of-detail optimizations to improve the rendering speed of the application. However, it is possible that some other item, such as a very complex pixel shader, is causing the slowdown. In this case, you may need to analyze your scene with other override modes to better understand your performance bottlenecks.