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Control Center Menu

Control Center

With the "File" menu you can: open a solution close the current solution save the current solution open recent solutions from a list exit the Control Center In the "Edit" menu you can undo or redo your changes.You can also open Visua...

Overview

Performance Optimization CGI Analyzer

Description Analyzer is an application which provides several measurement and analysis tools. These tools can be used in connection to CGI Studio projects. This section provides an overview of Analyzer features. For a more detailed explanation, please click ...

Enterprise Edition

PowerVR GPU Specific Best Practices

Performance Optimization

The following rules are a set of performance recommendations that developers should seek to implement to help produce well-behaved, high performance graphics applications using the PowerVR device. Do Profile Your Application Identify the bottlenecks in your ...

Optimize Number of Nodes

Performance Optimization Quick Guide

A reduced number of nodes lead to fewer node-related render state activations that have to be processed. Thus, whenever geometry can be safely combined to a single node like e.g. a mesh, then this way should be favoured. For instance a tire and a rim form a lo...

Avoid Buffer Clearing

Performance Optimization Quick Guide

Clear only buffers that need to be cleared. Color buffer: The color buffer does not have to be cleared if the scene is known to cover all of it. For instance, this is the case if the background image or a sky map covers the whole surface. Stencil buffe...

Disable Depth Test and Adjust Depth Range

Performance Optimization Quick Guide

Disable Depth Test if Not Required If it can be easily predicted that an object is not occluded by other objects then disable depth test (See Render-Mode). Adjust Depth Range As the float resolution in depth buffer is highly limited, the depth range should ...

Vertex Buffer Optimization

Performance Optimization Quick Guide

Vertex Buffer Editor Loading of vertex geometry has impact on the bandwidth and on the performance of the caching mechanism for vertices. Scene Composer offers a Vertex Buffer Editor that can be used to remove the unused/unneeded vertex buffer attributes so t...

Startup Time

Performance Optimization Quick Guide

Loading Data Asset Tool can be used to partition an asset for a startup scene in a faster flash memory. An another option would be to load a small startup scene and use asynchronous asset loading to load next scene in background. Loading a lot of data at st...

Simplify Meshes

Performance Optimization Optimization at Application Design Level

Reduce the number of vertices in a mesh in order to improve runtime and memory performance. If viewing angle to a mesh is rather steady, it is a preferred approach to maintain higher amount of vertices at the silhouette and mainly reduce vertices in front view...

Optimize Number of Nodes

Performance Optimization Optimization at Application Design Level

A reduced number of nodes lead to fewer node-related render state activations that have to be processed. Thus, whenever geometry can be safely combined to a single node like e.g. a mesh, then this way should be favoured. For instance a tire and a rim form a lo...

Draw Visible Objects Only

Performance Optimization Optimization at Application Design Level

Nodes, even when attempting to render them, might be not be visible in various circumstances. Nevertheless, if no countermeasures are taken, they have to pass the render pipeline and are quite often discarded at a very late stage. To minimize computations with...

Use LOD(Level of Detail) Management

Performance Optimization Optimization at Application Design Level

Performance gains can be achieved by using simplified models with less complex geometry, texture, materials and shaders for objects that need less perceptional detail level. E.g. objects that appear farer from the camera may reduce richness of detail without a...

Imposters

Performance Optimization Optimization at Application Design Level

Billboards or point sprites are quite often used as "imposters" pretending to be a 3D geometry by showing a 2D image that is always facing the camera. Candera supports both, Billboards and Point Sprites to achieve three-dimensional impressions by showing camer...

Lighting

Performance Optimization Optimization at Application Design Level

Use as few dynamic light sources as possible. Light sources in order of their impact on rendering performance (fastest first): ambient light directional light point light spot light Often the ambient light computation can be omitted by alr...

Avoid Buffer Clearing

Performance Optimization Optimization at Application Design Level

Clear only buffers that need to be cleared. Color buffer: The color buffer does not have to be cleared if the scene is known to cover all of it. For instance, this is the case if the background image or a sky map covers the whole surface. Stencil buffe...

Disable Depth Test and Adjust Depth Range

Performance Optimization Optimization at Application Design Level

Disable Depth Test if Not Required If it can be easily predicted that an object is not occluded by other objects then disable depth test (See Render-Mode). Adjust Depth Range As the float resolution in depth buffer is highly limited, the depth range...

Disable Blending If Not Required

Performance Optimization Optimization at Application Design Level

Disable blending for opaque objects, as blending is a demanding computation (See Render-Mode). Further, if blending for translucent objects does not require separate alpha blending (common case), set source blend factor to One, destination blend factor to Ze...

Minimize Render State Changes

Performance Optimization Optimization at Application Design Level

Minimize render state changes within a single frame. A render state change often comes with a performance penalty, as a render state change can require complete rendering pipeline to be flushed. Following subchapters explain how render state settings and chan...