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)
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- 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