How to Optimize the Graphics Pipeline
Channel:
Subscribers:
144,000
Published on ● Video Link: https://www.youtube.com/watch?v=eNHjHEFz-bE
Instead of sending every object in the scene into the pipeline to be rendered, first check if that object (or rather some cube or sphere representing the model) lies within the view frustum, the area of the scene that represents what the camera is looking at. This way only objects that have the potential to appear on screen will be rendered, saving the amount of calculation must be done by the GPU each frame.
Other Videos By Inkbox
2025-03-29 | I Found the Translator of Pokémon Yellow for the NES |
2025-03-21 | Illegal Pokémon Games |
2025-03-17 | The Bizarre Origins of Pokémon Yellow for the NES |
2025-01-25 | Making an SNES Game the Way Nintendo Intended |
2024-11-11 | Building a BETTER CPU in Excel |
2024-11-05 | Adding neutrons for speed |
2024-10-12 | The glaring issue with Windows on ARM |
2024-10-08 | Exploiting the World's Most Powerful ARM Chip |
2024-09-13 | Programming Minecraft like its 1982 |
2024-08-28 | How to Optimize the Graphics Pipeline |
2024-08-27 | Why is Windows Called Windows? |
2024-08-27 | Never Interrupt Bill Gates |
2024-08-24 | I Programmed My Own Custom 3D Graphics Engine |
2024-07-23 | 45 Year Old DOS on a New Intel CPU Without Emulation |
2024-06-27 | What is the Smallest Possible .EXE? |
2024-05-31 | It Took Me 3 Years To Make This |
2024-05-30 | This Abandoned Project Haunted Me for Years… |
2024-04-20 | Programming the Game Boy - Temple Run |
2024-03-02 | Programming My Own 40KB NES Game |
2024-01-27 | I built my own 16-Bit CPU in Excel |
2024-01-03 | Your Keyboard Cannot Comprehend These Noodles |