Graphics driver and Hardware related Best-Practices
Images and Color formats
Best practice for image drawing:
Origin:

Improved version:

Figure 1: Cut transparent areas
Bitmap size difference: 102312 ⇔ 49728!
Modify bitmaps with large transparent areas (e.g., “U” shape or gauge)


Origin:

Improved version:

Figure 2: optimized bitmaps with large transparent areas
Bitmap size difference: 701568 ⇔ 188904 (55296 + 87528 + 46080)!

Origin:

Improved version:

Figure 3: optimized gauge with large transparent areas
Size difference: 925848 ⇔ 438588 (180940 + 61376 + 196272)!
For single-colored bitmaps use BitmapBrushColorBlend and use an alpha only color format e.g. A8 or A4. If further size reduction is required there are also compressed formats but those prohibit scaling and rotation on all types of LBO render targets.
Visual result:

size reduction: RGBA: 222028 ⇔ 74092!

Reduce number of objects from 5 to 2. Avoid rendering of non-translatable static text. Only one moving object left and maybe the gauge itself can be put into a background image.
Origin:

Improved version:

Figure 4: combination of bitmaps while design time
Bitmap size reduction: 1383508 (1000000 + 347508 + 36000) ⇔ 1154000 (1118000 + 36000)!
Compressed image formats
Best practice:
If you have a bitmap which has transparencies at the left or right side, you can remove some pixels in x direction to get a multiple of 8. If there are no transparencies, you must add some transparent pixels at the right side of the bitmap to have a multiple of 8.
Usage of Bitmap profiles
There are many different bitmap formats available for Traveo2. The goal is always to use a format which uses least memory as possible. The drawback is that some formats have restrictions regarding transformation (rotation, scaling, …).
Best practice is to use RLE formats to reduce memory size. AX (A1, A2, …) formats are used to reduce memory further if just recoloring is needed (white or grayish bitmaps can be recolored in CGI Studio).
If a channel (RGBA) has less than 8 bits you will have a lossy compression.
For special use cases there are formats which can dither bitmaps (Nq, Mc, Nq_FsDithered, Mc_FsDithered. Based on the look and feel on the target, usually different formats of such type must be tested to decide what to use.

Figure 5: Overview of Bitmap profiles
Transformations
Best practice Scaling and Rotation:

The red gauge should be the required size. The green scale is too big and must be scaled down by to 80%.

Needed size of gauge will be 925848
Origin:

Improved version:

Figure 6: Image reduction instead of scaling
Bitmap size comparison: 1449642 ⇔ 925848!
Using Layers
In general, there is always a tradeoff between performance (incl. memory band-with) and memory consumption (e.g., VRAM). Traveo II allows, with the new introduced “Layer-modes” IBO, LBO and OTF, to steer in one of these directions.
Traveo II supports (like Cypress Amber) a huge amount of “separated” Layers, up to 5 “Main-Windows”, 3 of the windows can be split up to 8 sub-windows.
Large area screens shall always be split up to several sub screens to save VRAM consumption.

Figure 7: Window/Layer overview
Layer types
o Best practices:
Note the restrictions/limitation:
Best practice:
Notes for the different modes (IBO/LBO/OTF)
SurfaceFormat optimization
Before starting the project, it must be decided which format could match the expectations of a customer. If less bits per pixel are sufficient for the look and feel it should be chosen to save VRAM. Keep in mind that for overlapping Layers/RenderTargets an Alpha-value is necessary, otherwise no blending of layers is possible.

Figure 8: Surface formats
Text
Best practice for drawing text related content:

Figure 9: Switch prerendered images instead of text

Figure 10: Numbers are combined in one image

Figure 11: Each number as TextNode
Text cache type can balance RAM and CPU use. Use no cache if less RAM is available or use bitmap cache if you have enough RAM. The default cache type is set to Bitmap:

Figure 12: Text cache types