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	<title>Comments on: &#8220;Video Game Optimization&#8221; &#8211; a good book</title>
	<atom:link href="http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>By: wrice127</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1705</link>
		<dc:creator>wrice127</dc:creator>
		<pubDate>Sat, 24 Jul 2010 18:17:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1705</guid>
		<description>The book didn&#039;t consider console games, xbox360 and ps3; although it had one chapter &quot;console&quot; it wasn&#039;t detail enough.</description>
		<content:encoded><![CDATA[<p>The book didn&#8217;t consider console games, xbox360 and ps3; although it had one chapter &#8220;console&#8221; it wasn&#8217;t detail enough.</p>
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		<title>By: morgan3d</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1675</link>
		<dc:creator>morgan3d</dc:creator>
		<pubDate>Sun, 11 Jul 2010 01:16:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1675</guid>
		<description>Regarding the rsqt instruction, a year ago I profiled various &quot;fast&quot; rsqrt methods (in C) on Intel Core2 under MSVC9 and found the following, for processing a single float32:

Lomont&#039;s sqrt   -&gt; 0.48 ns
sqrtf(x)             -&gt; 3.77 ns

powf(x, -0.5f)    -&gt; 45.54 ns
Walsh&#039;s* rsqrt -&gt; 5.45 ns
Lomont&#039;s rsqrt -&gt; 5.44 ns
1.0 / sqrtf(x)        -&gt; 3.49 ns

All had vanishingly small error for 10^8 randomly selected values on [0, 3], except for Lomont&#039;s sqrt approximation, which had a huge RMS error of 0.34.  So I confirm that this is a case where the compiler &quot;just does the right thing&quot;, except that it doesn&#039;t recognize that powf(x, -0.5) is rsqrt.

* this is the thing often attributed to Carmack</description>
		<content:encoded><![CDATA[<p>Regarding the rsqt instruction, a year ago I profiled various &#8220;fast&#8221; rsqrt methods (in C) on Intel Core2 under MSVC9 and found the following, for processing a single float32:</p>
<p>Lomont&#8217;s sqrt   -&gt; 0.48 ns<br />
sqrtf(x)             -&gt; 3.77 ns</p>
<p>powf(x, -0.5f)    -&gt; 45.54 ns<br />
Walsh&#8217;s* rsqrt -&gt; 5.45 ns<br />
Lomont&#8217;s rsqrt -&gt; 5.44 ns<br />
1.0 / sqrtf(x)        -&gt; 3.49 ns</p>
<p>All had vanishingly small error for 10^8 randomly selected values on [0, 3], except for Lomont&#8217;s sqrt approximation, which had a huge RMS error of 0.34.  So I confirm that this is a case where the compiler &#8220;just does the right thing&#8221;, except that it doesn&#8217;t recognize that powf(x, -0.5) is rsqrt.</p>
<p>* this is the thing often attributed to Carmack</p>
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	<item>
		<title>By: [책]Video Game Optimization &#124; aronze</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1673</link>
		<dc:creator>[책]Video Game Optimization &#124; aronze</dc:creator>
		<pubDate>Fri, 09 Jul 2010 11:19:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1673</guid>
		<description>[...] 원문 [...]</description>
		<content:encoded><![CDATA[<p>[...] 원문 [...]</p>
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		<title>By: Real-time Rendering Reviews &#8220;Video Game Optimization&#8221; &#8211; CoderHump.com</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1671</link>
		<dc:creator>Real-time Rendering Reviews &#8220;Video Game Optimization&#8221; &#8211; CoderHump.com</dc:creator>
		<pubDate>Tue, 06 Jul 2010 17:18:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1671</guid>
		<description>[...] can read the rest of the review here or even (if you wanted to) buy your own copy of Video Game Optimization from [...]</description>
		<content:encoded><![CDATA[<p>[...] can read the rest of the review here or even (if you wanted to) buy your own copy of Video Game Optimization from [...]</p>
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		<title>By: bengarney</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1670</link>
		<dc:creator>bengarney</dc:creator>
		<pubDate>Tue, 06 Jul 2010 16:48:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1670</guid>
		<description>Awesome, thanks for the review! This is one of my go-to blogs for graphics programming so it&#039;s a huge thrill to be mentioned. :)

Echoing Eric&#039;s comments - it&#039;s great to hear the book is useful even for experienced developers!</description>
		<content:encoded><![CDATA[<p>Awesome, thanks for the review! This is one of my go-to blogs for graphics programming so it&#8217;s a huge thrill to be mentioned. <img src='http://www.realtimerendering.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Echoing Eric&#8217;s comments &#8211; it&#8217;s great to hear the book is useful even for experienced developers!</p>
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		<title>By: Wussie</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1668</link>
		<dc:creator>Wussie</dc:creator>
		<pubDate>Mon, 05 Jul 2010 21:44:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1668</guid>
		<description>I have read this book as well and have to say that I agree with pretty much everything said here.
It&#039;s a definite recommendation, even if you&#039;re not specifically interested in actively squeezing every last bit of performance out of your game, it provides a very valuable insight into the techniques you&#039;ll want to master and issues that might arise when you eventually run into performance problems.</description>
		<content:encoded><![CDATA[<p>I have read this book as well and have to say that I agree with pretty much everything said here.<br />
It&#8217;s a definite recommendation, even if you&#8217;re not specifically interested in actively squeezing every last bit of performance out of your game, it provides a very valuable insight into the techniques you&#8217;ll want to master and issues that might arise when you eventually run into performance problems.</p>
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		<title>By: EricPreisz</title>
		<link>http://www.realtimerendering.com/blog/video-game-optimization-a-good-book/comment-page-1/#comment-1667</link>
		<dc:creator>EricPreisz</dc:creator>
		<pubDate>Mon, 05 Jul 2010 21:28:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1525#comment-1667</guid>
		<description>Thanks for the review and the notes.  We are glad you found it a useful read!</description>
		<content:encoded><![CDATA[<p>Thanks for the review and the notes.  We are glad you found it a useful read!</p>
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