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2014/10/15 ¤U¤È 10:15:40

iphone Programming Glossary: utilization

What does the Tiler Utilization statistic mean in the iPhone OpenGL ES instrument?

http://stackoverflow.com/questions/1287811/what-does-the-tiler-utilization-statistic-mean-in-the-iphone-opengl-es-instrumen

does the Tiler Utilization statistic mean in the iPhone OpenGL ES instrument I have been trying to perform some OpenGL ES performance optimizations.. when I run the OpenGL ES performance tool in Instruments against the running device I'm seeing the statistic Tiler Utilization reaching nearly 100 when rendering my benchmark yet the Renderer Utilization is only getting to about 30 . This may be providing.. device I'm seeing the statistic Tiler Utilization reaching nearly 100 when rendering my benchmark yet the Renderer Utilization is only getting to about 30 . This may be providing a clue as to what the bottleneck is in the display process but I don't..

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

I have not run instruments. Update 2 After running the OpenGL ES Instrument on the iPhone 3G I found that my Tiler Utilization is in the 90 100 range and my Render Utilization is in the 30 range. Update 3 Texture Atlasing had no noticeable affect.. the OpenGL ES Instrument on the iPhone 3G I found that my Tiler Utilization is in the 90 100 range and my Render Utilization is in the 30 range. Update 3 Texture Atlasing had no noticeable affect on the problem. Utilization ranges are still as noted.. range and my Render Utilization is in the 30 range. Update 3 Texture Atlasing had no noticeable affect on the problem. Utilization ranges are still as noted above. Update 4 Converting my Vertex and Normal pointers to GL_SHORT seemed to improve FPS but..

optimizing iPhone OpenGL ES fill rate

http://stackoverflow.com/questions/2785640/optimizing-iphone-opengl-es-fill-rate

My framerate is pretty sucky ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G it shows Renderer Utilization 95 to 99 Tiler Utilization ~27 I am drawing a lot of pretty large images with a lot of blending. If I reduce the number.. sucky ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G it shows Renderer Utilization 95 to 99 Tiler Utilization ~27 I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn framerates.. iphone performance optimization opengl es rendering share improve this question Given that the Renderer Utilization is basically at 100 that indicates that the bottleneck is filling texturing and blending pixels. Techniques intended to..

How can I optimize the rendering of a large model in OpenGL ES 1.1?

http://stackoverflow.com/questions/5718846/how-can-i-optimize-the-rendering-of-a-large-model-in-opengl-es-1-1

Currently vertices are not being shared between faces each faces vertices are unique but overlapping. My Device Utilization is 100 Tiler Utilization is 100 Renderer Utilization is 11 and resource bytes is 114819072. This is rendering 912 120 faces.. are not being shared between faces each faces vertices are unique but overlapping. My Device Utilization is 100 Tiler Utilization is 100 Renderer Utilization is 11 and resource bytes is 114819072. This is rendering 912 120 faces on a CAD model. Any suggestions.. faces each faces vertices are unique but overlapping. My Device Utilization is 100 Tiler Utilization is 100 Renderer Utilization is 11 and resource bytes is 114819072. This is rendering 912 120 faces on a CAD model. Any suggestions iphone ios opengl..

How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation?

http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener

depth fragment shader for spheres the most common display element looks to be at the heart of this bottleneck Renderer Utilization in Instruments is pegged at 99 indicating that I'm limited by fragment processing . It currently looks like the following..

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

attention what other low hanging fruit can I pick iphone opengl es share improve this question With a tiler utilization still above 90 you ™re likely still vertex throughput bound. Your renderer utilization is higher because the GPU is rendering.. this question With a tiler utilization still above 90 you ™re likely still vertex throughput bound. Your renderer utilization is higher because the GPU is rendering more frames. If your primary focus is improving performance on older devices then..

fastest way to draw a screen buffer on the iphone

http://stackoverflow.com/questions/2395650/fastest-way-to-draw-a-screen-buffer-on-the-iphone

texture call with 512 320 rather than 512 512 this was oddly even slower... running at 10fps also it says the render utilization is only like 5 and all the time is being wasted in a call to Untwiddle32bpp inside openGLES. I can change my software render..

frame by frame animation

http://stackoverflow.com/questions/4603315/frame-by-frame-animation

How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation?

http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener

more efficient with blocking fragments performance was actually worse than when using simple squares for this. Tiler utilization was still less than 60 in the worst case so maybe the larger geometry was resulting in more cache misses. EDIT 5 31 2011..

How many maximum triangles can be drawn on ipad using opengl es in 1 frame?

http://stackoverflow.com/questions/6175018/how-many-maximum-triangles-can-be-drawn-on-ipad-using-opengl-es-in-1-frame