hlsl.co.uk Report : Visit Site


  • The main IP address: 198.185.159.136,Your server United States,New York City ISP:Squarespace Inc.  TLD:uk CountryCode:US

    The description :personal blog...

    This report updates in 31-Jul-2018

Created Date:20-Nov-2013
Changed Date:20-Nov-2017

Technical data of the hlsl.co.uk


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Latitude: 40.71993637085
Longitude: -74.005012512207
Country: United States (US)
City: New York City
Region: New York
ISP: Squarespace Inc.

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HTTP Header Analysis


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Date:Tue, 31 Jul 2018 07:11:22 GMT
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DNS

soa:ns.34sp.com. hostmaster.34sp.com. 2014052805 3600 3600 604800 3600
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mx:MX preference = 30, mail exchanger = mail.hlsl.co.uk.

HtmlToText

-- blog archive menu street address city, state, zip phone number your custom text here blog archive what can we learn from gpu frame captures: stardew valley july 19, 2018 tim if you read my last post on frame captures we discussed how gpu frame captures can be used to analyse performance, and determine how a scene is rendered for a specific game. it also gives insight into what the game is doing right (from a performance perspective) and how it can be improved. in the last post we looked into europa universalis 4 where we found an astronomical amount of draw-calls, strange scaling behaviour and sub-optimal texture packing to render a relatively simple (although quite large) world. in this post we are looking at a retro game for comparison. many people who havent kept up with modern graphics development may believe that modern "retro" looking games use the same old rendering techniques that used to be mandatory on the old consoles - this isn't the case! stardew valley mimics the aesthetic of old snes games like harvest moon but the process by which it draws the scene makes it more dynamic, smooth and pretty doing many things that would have been impossible back then to make a great experience now. as the rendering in this game is much simpler we can break down the capture much easier. rendering pattern the rendering pattern is very simple for this 2d game. it follows the expected patternn of drawing the floor and background followed by a distance sorted order of objects. in a 2d game with this view, the objects "further away" are those higher-up the screen as they will not obscure those further down. this allows the renderer to not have to worry about depth testing. the full pattern for rendering as i could figure it out from a capture appears to be: in this pipeline the only steps which really take any time are the two full screen passes, they are the initial ground rendering after the screen clear, and the full-screen weather effects- in our case, snow. the initial ground rendering is a simple tiled geometry representing the game world grid and each grid cell has uv coordinates to map to a cell in the bound ground textures. the snow rendering is similar but mapping to a different section of the texture as shown below: the snow is then animated by updating which cell is read for each game-world quad each frame. notice that the background for the snow texture is not black, it is a dark grey. this is what adds the hazy effect to the scene as the texture is not directly written to the scene as the other blocks have been, it is an additive effect (d3dblendop_add) resulting in softening of the image. all in all it produces a quite nice, and retro effect - even though this approach might be too intensive for most real "retro" games. another interesting feature of this game is that it lets you customise how your character looks. instead of using those options to generate a new sprite sheet for rendering your character, the game instead keeps all the possible options in memory and builds up the character chunk by chunk based on your choice from these options, each frame. this is a neat and simple trick that avoids having to create a new texture when a game is loaded - but limits the extension and number of choices for the player as adding any new options increases the memory usage of the game through the entire run-time, although this is probably trivial on a game of this scale. so how do we improve on this? a game of this scale and already tiny frame rendering times (<2ms) there isnt really any need to improve anything. unless you were running an incredibly outdated machine this game will run incredibly well. however, if we were thinking of running this game on a very limited device we would probably want to consider the techniques that were used on the actual old retro games. for starters, the majority of the scene (with an exception of the weather effects) doesn't change frame to frame - and those bits which do are somewhat predictable. there is no reason why parts of the scene couldnt be rewritten as things or the camera move and otherwise kept the same - this would infact throw out a majority of the draw-calls when the camera is stationary. the draw backs to this approach is that any mistakes in the implementation have really ugly artefacts. this game also falls prey to the same issues as eu4 when it comes to texture sizes (although most are trivial in this case making the slight error not too big of a problem). there are a number of large textures in this game that are just slightly above a power of two texture size - resulting in some wasted memory. otherwise, this frame capture is incredibly nice and easy to investigate and navigate. comment what can we learn from gpu frame captures: europa universalis 4 july 18, 2018 tim a common technique used in the games industry to analyse the state of a game in development and look for where improvements can be made is to capture a frame(all the gpu work being done between each frame being shown to the user) from the game and analyse the results to see the impact of the different elements on the screen and how they might be able to be rearranged. in doing this we can look at the relative costs of the different aspects of the processes in the scene. an example of this would be that the programmer suspects that the newly implemented bloom post-effect has had too big an impact on performance. so the programmer grabs a few frames from the game and looks at the time that is being taken to perform that effect at different places in the game, and what the cost of that is relative to the rest of the scene. another use for this approach is for new programmers coming onto a complex project to get a quick look at the rendering 'pipeline' that has been implemented. as in, what is rendered when, by what shader and in what order. this is quite useful for someone who only needs to make a minor change on a project. an interesting side-effect of this is that we are able to frame-capture fully finished games and look at what the code is asking our computer to do and from that derive how the rendering system of that game works to some extent. in this post we will be looking at europa universalis 4(eu4) frame captures and constructing a flow chart of how that game is rendered. eu4 is the forth game in the europa series from paradox interactive released in 2013. to capture frames from the game we will be using intel's gpa. gpa is one of the simpler and less detailed frame capturing tools available but is good enough for this example and will allow someone with gpu to be able to follow along if they wish. (for those interested in more complex capture tools the most popular amongst those i know in industry is renderdoc , but amd and nvidia each have there own tools which provide specific functionality for features of their cards in radeon gpu profiler and nvidia nsight respectively. microsoft also have a tool called pix but i haven't personally used that in some time but have heard it works with amds tools now.) first thing we want to do is use the gpa graphics monitor tool to launch eu4 from its directory. this will launch the game with the gpa overlay, giving us real-time performance information and the option to capture frames. in this example i will be running on a nvidia 1080 gpu so will be targeting the max settings so that we can see where each option is placed in the pipeline. the settings and overlay can be seen in the screenshot below. the intention was to run with max settings, but we have had to step down from 4k to 2560x1440 due to the game performance dropping to below 1fps at the higher resolution while running with intel gpa (and not good without it either...) . something that will be covered later. with the settings covered and gpa running we now need to take some frame captures. as this game has a relatively simple view, we will be taking a capture close to the ground, mid-zoom out and full zoom-out to get a

URL analysis for hlsl.co.uk


http://www.hlsl.co.uk/?offset=1517839633388
http://www.hlsl.co.uk/blog/2017/11/3/c-constexpr-compile-time-lookup-table-generation
http://www.hlsl.co.uk/blog/2018/7/19/what-can-we-learn-from-gpu-frame-captures-stardew-valley#comments-5b508a8d352f535855164b8d
http://www.hlsl.co.uk/new-page/
http://www.hlsl.co.uk/blog/2018/2/16/opencl-minimum-setup#comments-5a86cdc441920288613f6ddf
http://www.hlsl.co.uk/blog/2018/3/26/automated-function-replacement-short-quick-post
http://www.hlsl.co.uk/blog/2018/3/26/automated-function-replacement-short-quick-post#comments-5ab908d303ce644cf634d8ee
http://www.hlsl.co.uk/blog/2018/7/19/what-can-we-learn-from-gpu-frame-captures-stardew-valley
http://www.hlsl.co.uk/blog/2018/7/18/what-can-we-learn-from-gpu-frame-captures-europa-universalis-4#comments-5b4f404b03ce64a010facc9d
http://www.hlsl.co.uk/blog/2018/2/7/when-approximations-are-more-accurate-and-better-performing-part-2
http://www.hlsl.co.uk/blog/2018/2/17/cuda-minimal-setup#comments-5a884b22e2c4831ac9190686
http://www.hlsl.co.uk/blog/2018/2/6/when-approximations-and-more-accurate-and-better-performing
http://www.hlsl.co.uk/blog/2018/2/7/when-approximations-are-more-accurate-and-better-performing-part-2#comments-5a7b083871c10b8aa3badf2e
http://www.hlsl.co.uk/blog/2018/2/6/when-approximations-and-more-accurate-and-better-performing#comments-5a79cbb70d9297e49c363b39
http://www.hlsl.co.uk/blog/2018/1/30/understanding-error-and-approximation-6-continuous-approximation

Whois Information


Whois is a protocol that is access to registering information. You can reach when the website was registered, when it will be expire, what is contact details of the site with the following informations. In a nutshell, it includes these informations;


Domain name:
hlsl.co.uk

Data validation:
Nominet was able to match the registrant's name and address against a 3rd party data source on 20-Nov-2013

Registrar:
34SP.com Limited [Tag = 34SP]
URL: http://www.34sp.com

Relevant dates:
Registered on: 20-Nov-2013
Expiry date: 20-Nov-2019
Last updated: 20-Nov-2017

Registration status:
Registered until expiry date.

Name servers:
ns.34sp.com
ns2.34sp.com

WHOIS lookup made at 08:11:23 31-Jul-2018

--
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Copyright Nominet UK 1996 - 2018.

You may not access the .uk WHOIS or use any data from it except as permitted
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  REFERRER http://www.nominet.org.uk

  REGISTRAR Nominet UK

SERVERS

  SERVER co.uk.whois-servers.net

  ARGS hlsl.co.uk

  PORT 43

  TYPE domain

DOMAIN

SPONSOR
34SP.com Limited [Tag = 34SP]
URL: http://www.34sp.com
Relevant dates:

  CREATED 20-Nov-2013

  CHANGED 20-Nov-2017

STATUS
Registered until expiry date.

NSERVER

  NS.34SP.COM 80.82.112.108

  NS2.34SP.COM 89.21.0.52

  NAME hlsl.co.uk

DISCLAIMER
This WHOIS information is provided for free by Nominet UK the central registry
for .uk domain names. This information and the .uk WHOIS are:
Copyright Nominet UK 1996 - 2018.
You may not access the .uk WHOIS or use any data from it except as permitted
by the terms of use available in full at https://www.nominet.uk/whoisterms,
which includes restrictions on: (A) use of the data for advertising, or its
repackaging, recompilation, redistribution or reuse (B) obscuring, removing
or hiding any or all of this notice and (C) exceeding query rate or volume
limits. The data is provided on an 'as-is' basis and may lag behind the
register. Access may be withdrawn or restricted at any time.

  REGISTERED no

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