© Kyle Halladay 2019
Kyle HalladayPractical Shader Developmenthttps://doi.org/10.1007/978-1-4842-4457-9_13

13. Profiling Shaders

Kyle Halladay1 
(1)
Bristol, UK
 

We’ve spent a lot of time learning about new things that we can make our shaders do, but unfortunately simply knowing how to create a visual effect is only half the battle. When you’re writing shaders for use in a game or other real-time application, you also need to be able to render that visual effect fast enough that your user’s overall experience isn’t impacted. Games that fail to present new frames fast enough or do so at an inconsistent speed are said to have a “performance” problem, and shaders that take a long time for the GPU to execute are a major source of performance problems in ...

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