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Allegorithmic Substance Threaded Middleware
Procedural textures on multi-core ,[object Object],[object Object]
Procedural textures are valuable for modern games ,[object Object],[object Object],[object Object],[object Object]
Introducing Substance ,[object Object],[object Object],[object Object],[object Object]
What is Substance ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Less FPS ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
No, a stable and high FPS. ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Performance issue: streaming in games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The architecture was designed with these issues in mind: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The theoretical benefit was calculated ,[object Object],[object Object],[object Object],[object Object]
This is the approach taken to address the issue: ,[object Object],[object Object],[object Object]
Here’s the code that was developed to make this possible: ,[object Object],[object Object],[object Object],[object Object],[object Object]
The compositing graph, node based image processing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
The compositing graph, node based image processing
Threading strategies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Threading sub graphs (1/11) by nodes (high level) ‏
Threading sub graphs (2/11) by nodes ,  caching
Threading sub graphs (3/11) by nodes
Threading sub graphs (4/11) by strips (low level) ‏
Threading sub graphs (5/11) remove from cache
Threading sub graphs (6/11) by strips
Threading sub graphs (7/11) remove from cache
Threading sub graphs (8/11) by strips
Threading sub graphs (9/11) remove from cache
Threading sub graphs (10/11) by strips
Threading sub graphs (11/11) update cache , and finished
Expect more streaming bandwidth ,[object Object],[object Object],[object Object]
Here’s how close we got to the theoretical best performance: ,[object Object],[object Object],[object Object],[object Object]
Here’s the new performance profile: ,[object Object],[object Object],[object Object],[object Object],[object Object]
This is future-proofed ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What’s next?
Procedural diffuse map
Coherent procedural normal map
Complex procedural environment map
This scene is made entirely of procedural textures
Future sources of bandwidth ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Here’s how you can best take advantage of procedural textures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What do you think? ,[object Object],[object Object]

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Threading Successes 06 Allegorithmic