Runtime Performance: Predicting Bottlenecks
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What to measure to predict static scene performance
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Setup: Scripts, Interpolators
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Per Vertex: # of Triangles, Transforms, Shapes
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Per Vertex: Appearance state change between shapes
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Per Vertex: Lights and their location in the scene graph
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Cheap: Directional, Headlight (infinite)
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Expensive: Point and Spot Lights (local)
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Per Pixel: Depth complexity
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Per Pixel: Texture size and count
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Per Pixel: Total screen real estate
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dramatically affects fill-limited systems
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background color fill should be faster