cpu

Optimizamos el juego Looting Crown de mTricks para Android* en la plataforma Intel® Atom™

When you start to optimize a game, first determine where the application bottleneck is. Intel GPA can help you do this with some powerful analytic tools.If your game is CPU bound, then Intel VTune Amplifier is a helpful tool. If your game is GPU bound, then you can find more detail using Intel GPA.To fix GPU bottlenecks, you can try to find an efficient way of reducing draw calls, polygon count, and render state changes. You can also check the right size of terrain texture, animation objects, light maps, and the right order of z-buffer culling.
  • Entwickler
  • Android*
  • Android*
  • Graphics Performance Analyzers
  • game optimization
  • Intel GPA
  • cpu
  • GPU
  • Spieleentwicklung
  • Optimierung
  • Optimizing Android* Game mTricks Looting Crown on the Intel® Atom™ Platform

    When you start to optimize a game, first determine where the application bottleneck is. Intel GPA can help you do this with some powerful analytic tools.If your game is CPU bound, then Intel VTune Amplifier is a helpful tool. If your game is GPU bound, then you can find more detail using Intel GPA.To fix GPU bottlenecks, you can try to find an efficient way of reducing draw calls, polygon count, and render state changes. You can also check the right size of terrain texture, animation objects, light maps, and the right order of z-buffer culling.
  • Entwickler
  • Android*
  • Android*
  • Graphics Performance Analyzers
  • game optimization
  • Intel GPA
  • cpu
  • GPU
  • Spieleentwicklung
  • Optimierung
  • Detecting CPU-bound Applications in Server Systems

    Applications in data centers process huge workloads every day. Many of them are CPU intensive, disk I/O intensive, network I/O intensive or a combination thereof. Maintaining a data center is challenging because the amount of work being run, and data being processed is getting larger, which may result in bottlenecks. When an application has a bottleneck (either CPU, disk I/O or network), the effects may result in degradation of the whole system’s performance.

    History of … one CPU instructions: Part 1. LDDQU/movdqu explained

    Once upon the time and back to 2000, Intel brought to market NetBurst microarchitecture (http://en.wikipedia.org/wiki/NetBurst_%28microarchitecture%29 )  with Pentium 4 CPUs .
    At 2004, with its Prescott revision/core and as a part of SSE3 instruction set, we’ve got LDDQU instruction,

    Where the main focus area used to be - Video Encoding:
    The most compute-intensive part of a video encoder is usually Motion Estimation (ME) where blocks from the

    Programmatically Tracking CPU Utilization


    Issue/Challenge

    Microsoft Windows* does not provide a simple mechanism for programmatically calculating the percentage of CPU utilization. The primary API provided, Performance Data Helper (PDH), is not highly intuitive and does not provide for easy integration into applications or simple utilities.

  • cpu
  • Коммуникационные фабрики и с чем их едят – трудности проектирования

    Если у человека, далекого от компьютерной индустрии, спросить, что находится внутри процессора, ответ, скорее всего, ограничится словами «компьютерные мозги». Человек, которому эта тема ближе, назовет примерно десяток различных блоков (например, кэш, ядра и контроллер памяти). Но вот как эти блоки соединены друг с другом, ответить, скорее всего, затруднится или ответит неверно.

    Multithreading the Rendering Pipeline for 3D Model Animation


    Abstract

    This article proposes a simple and efficient multithreading solution to accelerate rendering for a number of animated 3D models. The solution enhances the performance of skeletal animation by using a thread pool, double buffering, and intermittent updates. This set of techniques performs CPU-based skeletal animation at performance levels that are competitive with GPU-based animation implementations, and it serves as a flexible alternative on multi-core systems.

  • Multithreading
  • 3d model
  • cpu
  • GPU
  • animator
  • digital content creation
  • physics
  • visual computing
  • Spieleentwicklung
  • Grafik
  • Parallel Computing
  • Игра Bulletstorm, или Многоядерность в действии

    22 февраля вышла игра Bulletstorm, и многие уважаемые ресурсы тут же начали сравнивать ее с таким шедеврами, как Gears of War и даже Duke Nukem. Прочитав штук десять крайне положительных отзывов на русском и английском, я сходил в магазин рядом с домом и всего за 540 рублей купил диск с игрой. Bulletstorm оказалась действительно неплохим шутером. Пожалуй, чуть более детским, чем хотелось бы, но все же увлекательным и в меру смешным. Но рекомендовать Bulletstorm всем знакомым я буду не только из-за сюжета и графики.

    cpu abonnieren