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Video Game Optimization by Ben Garney, Eric Preisz

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Chapter 8. From CPU to GPU

Writing good rendering code is challenging because of the many changing variables. For most game projects, the art at the start of the project is nothing like the final art. The scenes get more cluttered and complex. Many more materials are present. Vistas are larger, and gameplay also has to happen sometime during execution.

Never mind that a major new OS might drop, new GPUs will become available, and drivers will be updated over the course of your project. For example, Microsoft does quarterly updates to DirectX. They aren’t big, but you do have to test against them. OpenGL might be more stable, but there are still driver updates many times a year.

All these factors affect your game, but more importantly, it can change ...

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