Chapter 24 - Performance Tuning Guide


24.1 Data Reduction
24.1.1 Game World Organization
24.1.2 Hierarchical Culling
24.2 Geometry Tuning (gspFast3D-Precise Microcode)
24.2.1 Vertex Grouping
24.2.2 Pre Lighting
24.2.3 Clipping and Lighting
24.2.4 Kinds of Polygons
24.2.5 Textures Instead of Geometry
24.2.6 Geometric Level of Detail
24.3 Geometry Tuning(Turbo3D Microcode)
24.4 Raster Tuning (Filtrate)
24.4.1 Disable Atomic Primitives
24.4.2 Partial Sorting for Z-Buffer
24.4.3 No Z-Buffer
24.4.3.1 Convex Objects
24.4.3.2 Meshed Objects
24.4.3.3 Cell Based Scenes
24.4.3.4 Layered Scenes
24.4.3.5 Bucket Sort
24.4.3.6 Avoid Cyclic Objects
24.4.3.7 Game-Specific Visibility
24.4.4 No Antialiasing
24.4.5 Reduced Aliasing
24.5 CPU Tuning
24.5.1 Parallel Execution of the CPU and the RCP
24.5.2 Sorting