Chapter 5.5

Per.7: Design to enable optimization

Maximizing the frame rate

I make games for a living. More precisely, nowadays I help to make games for a liv-ing, as I work on a team of several hundred people, all with different areas of exper-tise. Besides the animators, artists, audio engineers, QA, and production folk, there is a large team of engineers.

It was not always like this. I used to make games single-handed in the 1980s, and games would live or die by their frame rate. In the UK, home computers would use the family PAL TV set for display, attached to a 50Hz electricity supply. CRT displays produced an interlaced image on alternate frames, so you would aim to run your entire game loop in 40 milliseconds, producing 25 frames each ...

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