Theoretically, If GPUs were equipped with faster memory access, how would that impact game development? [closed]
According to NVIDIA memory access time will no longer cost a noticeable overhead. Regardless if it's true or not, I would like to know: How it would affect games in practice? How will it translate ...
Is there any performance difference in the way the images are placed inside a sprite sheet image (for the same total area)? For example, should I place 50 sprites (50x50 each) in a linear way ...
I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have ...
I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...
Possible Duplicate: Why do game engines convert models to triangles compared to keeping it as four side polygon What are the main drawbacks for using "only" quads for model geometry? Does ...
I want to know if it would be worth executing pathfinding on the GPU (using nVidia's CUDA, or an equivalent) in certain situations, or whether it would be a wasted effort. The situation I imagine ...
I've noticed that many 3d programs normally do vector/matrix calculations as well as geometric transformations on the CPU. Has anyone found an advantage in moving these calculations into vertex ...