With VR is accepted by more and more people, more and more game companies begin to develop VR games.
Terminal Reality used the popular Intel® Graphics Performance Analyzers (Intel® GPA) to optimize the newest Ghostbusters game. Intel’s tools helped identify a performance bottleneck so the game could be optimized for desktops and laptops.
This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES* 3.0 application on Android*. The sample application, entitled “City Racer,” simulates a road race through a stylized urban setting. Performance analysis of the application is done using the Intel® Graphics Performance Analyzers (Intel® GPA) tool suite.
Since both VTune Amplifier and GPA profile the performance of applications, the questions often arises – “Which one do I use in my situation?” The answer to this question leads to better understanding the differences between the two tools. The simple answer is, if it’s a graphics application, start with Graphics Performance Analyzer and then move to VTune Amplifier if your application ends up...
Intel® Graphics Performance Analyzers (Intel® GPA) Platform Analyzer visualizes the execution profile of the tasks in your code on the entire platform over time, on both the CPU and GPU. This helps you understand task-based issues within your game, enabling you to optimize the compute and rendering tasks across both the CPU and GPU. Intel GPA Platform Analyzer uses trace data collected during the...
Intel GPA is a suite of graphics performance optimization tools that enables developers to visualize, isolate and resolve graphics performance issues. Improve the performance of your games with the performance analysis methods presented in this article.
Advanced, physically based rendering technologies in games like GIANTS Software Farming Simulator 15 push the limits of technology. Intel® Graphics Performance Analyzers (Intel® GPA) play a significant role in finding bugs and optimizing the latest generation of physically based renderers. Forward rendering works differently. The graphics card projects the objects and breaks them down into...
Frame time mostly refers to the time it takes for the software to render each frame. More precisely, the data takes into consideration the duration of the benchmark multiplied by the average FPS of the application or rather, the total amount of frames rendered over the length of the benchmark rather than its duration in seconds. This data can be collected using benchmarking tools, such as the...
Tools to use in the Unity* software that can enhance the performance of your Unity project. How to handle items like texture quality, batching, culling, light baking, and HDR effects.you will be able to identify performance issues and what they are bound to, key optimizations, and methodologies.