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Frostpunk is a game about society survival. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. They are stalled waiting for data to be fetched through the GTI from outside the GPU.The sampler cache metrics in Figure 14 confirm this theory, showing approximately 1.7M cache misses:If we have a good cache hierarchy, and we’re fetching 32 neighboring texels at a time, how can the number of cache misses be so high? Figures 15 and 16 show the GTI and sampler cache metrics for this draw after this change was applied. Frostpunk just came out and if you are interested in checking out how well the game runs on different graphics cards then you have come to the right place. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel.

This is the start point, and also the end-goal, of the snow falling. They also apply the terrain displacement, and perform GPU culling of terrain patches. I can't play the game, despite setting the quality to low all. However your GPU is just an integrated one and not a discrete which limits you quite a bit. The dynamic height-map is initialized with data from game assets (original snow heightmap sculpted by artists). Throughout this optimization discussion, we will reference several Intel GPA features. We provided this feedback and insight to 11 bit studios, and about how expensive this draw was on this hardware, and they quickly swapped in a 1 K replacement for that 4 K texture. Using the terrain detail map in normal mapping still produced a satisfying visual result, while offering a nice performance savings on these settings.Here is a screenshot of the finished game running on Intel® NUC Kit NUC6i7KYK with Intel® Iris® Pro Graphics 580.The optimizations to the snow system are just a few examples of the performance improvements that 11 bit studios made to.If you’re not already using Intel GPA to optimize your code and enhance your performance benchmarking, you owe it to yourself to get started and come up to speed on all the various tools it offers. Well, Intel GPA has a few handy features to help us dig deeper (See Figure 11).In Intel® architecture parlance, we refer to the parallel GPU cores as Execution Units (EUs). In this article, we will fully describe the snow simulation and rendering system, and then show several GPU optimizations that were crucial to the game’s overall playability.Snow plays a very important role in the frozen world of.Simulation is dependent on two dynamic textures: a snow heightmap, and a snowfall mask. You can check out how well Frostpunk runs on different graphics cards.If you are facing some issues with the game then be sure to,From the Frostpunk benchmarks, we can see that the game is not really all that graphics intensive and is well optimized and can deliver decent FPS even when running on entry-level hardware like the GTX 1050 and the GTX 1050 Ti. Frostpunk game details. Bottom Right: Wireframe preview with distance based adaptive tessellation,Much of our performance analysis was performed using Intel GPA (link at the top of the article).

For these Frostpunk benchmarks, we used an Intel 8700K at stock speeds along with 16 GB of RAM with an SSD. Frame Rates . Try these quick links to visit popular site sections.The browser version you are using is not recommended for this site.The game was optimized for Iris® Pro Graphics 580, using the Intel® NUC kit NUC6i7KYK—the platform formerly known as Skull Canyon (.Thanks to great cooperation with the developers from 11 bit studios, we were able to improve the average frame rate from approximately 17 frames-per-second (fps - approximately 58 ms) to approximately 35 fps (approximately 29 ms) in the scenario we’ve tested, making the game very enjoyable to play.
Please note that the data is presented in two columns. The supporting geometry consists of N x N terrain tiles.

The pie chart in the upper left of Figure 11 shows you how the EUs spent their time during the execution of this draw call:In this snow simulation draw, the EUs spent 85% of that 3ms stalled.The diagram on the right of Figure 11 is a pipeline flow chart that uses hardware metrics and heuristics to indicate where you will likely find a bottleneck.

Citizen movement simulation. ... 4GB RAM and Intel HD Graphics 520. Melt quads simulate snowmelt by using additive blending with positive or negative intensity, and rely on additional textures and procedural noise functions to create varied melting effects. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Thanks to all of the reviewers who helped us publish this article: Adam Lake, Stephen Junkins, Jefferson Montgomery, Geoffrey Douglas and Dietmar Souch.Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. The snow terrain is rendered with the softness meshes to achieve smooth blending between snow and environment objects.The dynamic terrain for the snow system is fully controlled by the GPU. Calculating normal vectors in the pixel shader (compared to performing calculation in domain shader) significantly increases the frame-time cost, but it results in amazing visual effects, and detailed terrain with low-resolution input geometry.

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