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The vertex shader gets executed once for every vertex in the mesh, running on a single vertex at a time. The GPU reads the vertex and index buffers from memory, determines how the vertices are connected to form triangles, and feeds the rest of the pipeline. That render target can then be used as a texture in subsequent shader programs and/or displayed on screen as the final image for the frame.įor the purposes of this article, here are the important parts of the GPU pipeline from top to bottom: The mesh and material data get processed by various stages of the GPU pipeline in order to produce pixels in the final render target (an image to which the GPU writes). setting a base color value or picking a texture for various maps like albedo, roughness, normal etc.) – these are passed to the shader programs as inputs.
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When choosing the material for the mesh, you will have set various material parameters (eg. To the GPU this material takes the form of custom-written shaders – programs that determine how the vertices are processed, and what colour the resulting pixels will be. Let’s look a little closer at what happens at each stage.Īfter you export a mesh from your DCC tool of choice (Digital Content Creation – Maya, Max, etc.), the geometry is typically loaded into the game engine in two pieces a Vertex Buffer (VB) that contains a list of the mesh’s vertices and their associated properties (position, UV coordinates, normal, color etc.), and an Index Buffer (IB) that lists which vertices in the VB are connected to form triangles.Īlong with these geometry buffers, the mesh will also have been assigned a material to determine what it looks like and how it behaves under different lighting conditions. Conceptually, this path is very simple: the mesh is loaded, vertices are grouped together as triangles, the triangles are converted into pixels, each pixel is given a colour, and that’s the final image. Part 1: The rendering pipeline from 10,000 feetįor a mesh to be displayed on the screen, it must pass through the GPU to be processed and rendered. Once you understand everything described here, it will be much easier to get to grips with the variations and complexities you’ll encounter later, if and when you start to dig deeper.
#Bad graphic card benchmark example Pc#
However when it comes to performance, all of the considerations below still apply to the latest PC & console hardware (although not necessarily all mobile GPUs). In particular, for the sake of simplicity the idealized version of the GPU I describe below more closely matches that of the previous (DX9-era) generation. In many cases I’m generalizing, describing only the typical case, or just straight up leaving things out. Things are quickly going to get pretty technical, but if anything is unclear I’ll be more than happy to answer questions in the comments section.īefore we start, I should point out that I am going to deliberately simplify a lot of things for the sake of brevity and clarity.
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That means having an understanding of the GPU – the chip that powers your graphics card and makes real-time 3D rendering possible in the first place.Ī die shot of NVIDIA’s GTX 1070 GPUArmed with that knowledge, we’ll look at some common art-related performance issues, why they’re a problem, and what you can do about it. To appreciate the impact that your art has on the game’s performance, you need to know how a mesh makes its way from your modelling package onto the screen in the game. If you’re an artist and want to understand why things like draw calls, LODs, and mipmaps are important for performance, read on!
![bad graphic card benchmark example bad graphic card benchmark example](https://i.imgur.com/Q6Zw9Ru.png)
For artists, a little knowledge of what goes on under the hood can make a big impact on a game’s framerate. We rely on artists to produce assets that not only look good but are also efficient to render. But there’s one thing we don’t have direct control over, and that’s the game’s art. When it comes to the GPU, 3D programmers have a lot of control over performance we can optimize shaders, trade image quality for performance, use smarter rendering techniques… we have plenty of tricks up our sleeves. Performance is everybody’s responsibility, no matter what your role.