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Author Garney, Ben.

Title Video game optimization / Ben Garney and Eric Preisz.

Imprint Boston, Mass. : Course Technology, ©2011.

Copies

Location Call No. OPAC Message Status
 Axe Books 24x7 IT E-Book  Electronic Book    ---  Available
Description 1 online resource (xxi, 334 pages) : illustrations
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Summary "Video Game Optimization describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surprisingly simple and applicable to a broad audience. The book tackles the process of optimization by first describing how to determine where a game is limited and then providing detailed solutions and examples to solving this limitation. All the examples covered in the book can be applied to a variety of game types and coverage of how to optimize system memory, CPU processing, graphics, and shaders is included"--Resource description page.
Bibliography Includes bibliographical references and index.
Contents ""Contents""; ""Introduction""; ""Chapter 1 The Basics of Optimization""; ""Getting to Better Optimization""; ""Optimization Lifecycle""; ""1: Benchmark""; ""2: Detection""; ""3: Solve""; ""4: Check""; ""5: Repeat""; ""Hotspots and Bottlenecks""; ""Hotspots""; ""Bottlenecks""; ""Trade-Offs""; ""Levels of Optimization""; ""System Level""; ""Algorithmic Level""; ""Micro-Level""; ""Optimization Pitfalls""; ""Assumptions""; ""Premature Optimization""; ""Optimizing on Only One Machine""; ""Optimizing Debug Builds""; ""Bad Benchmarks""; ""Concurrency""; ""Middleware""; ""Big O Notation""
""Conclusion""""Chapter 2 Planning for Your Project""; ""Project Lifecycle""; ""The Performance Budget""; ""Setting Specifications""; ""Developing Line Items""; ""Typical Project Trajectory""; ""Maximizing Return on Investment""; ""Visualizing Performance""; ""Understanding Slowness""; ""High Frame Rate""; ""The Value of Consistency""; ""Conclusion""; ""Chapter 3 The Tools""; ""Intrusiveness""; ""Types of Tools""; ""Profilers""; ""System Monitors""; ""System Adjusters""; ""Timers 101""; ""Code Instrumentation""; ""Simple Timing""; ""Hierarchical Profiling""; ""Counters""; ""Reports""
""Tool Spotlight""""Intel VTune""; ""Microsoft PIX for Windows""; ""NVIDIA PerfHUD""; ""NVIDIA FX Composer""; ""DirectX Debug Runtime""; ""gprof""; ""AMD CodeAnalyst""; ""AMD GPU PerfStudio""; ""Conclusion""; ""Sources Cited""; ""Chapter 4 Hardware Fundamentals""; ""Memory""; ""Registers and Caches""; ""Memory Mapping""; ""Dynamic Random Access Memory""; ""Direct Memory Access""; ""Virtual Memory""; ""GPU and Memory""; ""Alignment and Fetching""; ""Caching""; ""CPU""; ""Lifecycle of an Instruction""; ""Running Out of Order""; ""Data Dependencies""; ""Branching and Branch Prediction""
""Simultaneous Multi-Threading""""Multi-Core""; ""GPU: From API to Pixel""; ""Application Calls API""; ""Geometry""; ""Rasterization""; ""GPU Performance Terms""; ""GPU Programmability""; ""Shader Hardware""; ""Shader Languages""; ""Shader Models""; ""Shaders and Stream Processing""; ""Conclusion""; ""Works Cited""; ""Chapter 5 Holistic Video Game Optimization""; ""Holistic�The Optimal Approach""; ""Parallelism and a Holistic Approach""; ""The Power Is in the System""; ""The Process""; ""The Benchmark""; ""GPU Utilization""; ""The Decision""; ""The Tools""; ""CPU Bound: Overview""
""CPU: Source Bound""""What to Expect""; ""The Tools""; ""Third-Party Module Bound""; ""GPU Bound""; ""Pre-Unified Shader Architecture""; ""Unified Shader Architecture""; ""Kernels""; ""Graphics Bus""; ""Example""; ""Conclusion""; ""Works Cited""; ""Chapter 6 CPU Bound: Memory""; ""Detecting Memory Problems""; ""Solutions""; ""Pre-Fetching""; ""Access Patterns and Cache""; ""Randomness""; ""Streams""; ""AOS vs. SOA""; ""Solution: Strip Mining""; ""Stack, Global, and Heap""; ""Stack""; ""Global""; ""Heap""; ""Solution: Don�t Allocate""; ""Solution: Linearize Allocation""
Subject Video games -- Design.
Computer games -- Design.
Computer games -- Programming.
Video games -- Design.
Computer games -- Design.
Computer games -- Programming.
Computer games -- Design. (OCoLC)fst00872112
Computer games -- Programming. (OCoLC)fst00872114
Video games -- Design. (OCoLC)fst01166425
Genre/Form Electronic books.
Electronic book.
Added Author Preisz, Eric.
Other Form: Print version: Safdarzadeh, Arzhange. Video Game Optimization. Boston : Course Technology / Cengage Learning, ©2010 9781598634358
ISBN 9781598637335
1598637339
1598634356
9781598634358
9781598634358
Standard No. AU@ 000053267570
CHNEW 000616020
DEBBG BV044097056
DEBSZ 355445069
DEBSZ 372902979
DEBSZ 449645614
HEBIS 29151524X
NZ1 13863661

 
    
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