Optimizing processing
While graphics usually take up most of the time that a frame needs to be generated, we should never underestimate the cost of badly optimized code and scenes. There are several parts of the game that are still calculated in the CPU, including part of the graphics process (such as the batching calculations), physics, audio, and our code. Here, we have a lot more causes of performance issues than on the graphics side, so again, instead of discussing every optimization, let’s learn how to discover them.
In this section, we will examine the following CPU optimization concepts:
- Detecting CPU- and GPU-bound
- Using the CPU Usage Profiler
- General CPU optimization techniques
We will start by discussing the concepts of CPU- and GPU-bound, which focus on the optimization process, determining whether the problem is GPU- or CPU-related. Later, as with the GPU optimization process, we will look at how to gather the performance data...