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The intended audience of this guide is developers who seek to optimize their interactive 3D rendering applications for Intel® Processor Graphics Xe-LP. It is assumed that the developer has a fundamental understanding of the graphics API pipelines for Microsoft DirectX 12, Vulkan*, and/or Metal 2. Intel® Processor Graphics Xe-LP also supports the DirectX 11 and OpenGL* graphics APIs; however, there are performance benefits and lower CPU overhead for applications that use the newer and lower level APIs such as DirectX 12, Vulkan*, and Metal 2, and also new graphics architecture features that are only available in these APIs.
The game or 3D application must ensure that its rendering swap chain implements asynchronous buffer flips. On displays that support Adaptive Sync, this results in smooth interactive rendering, with the display refresh dynamically synchronized with the asynchronous swap chain flips. If application and platform conditions are met, the Xe-LP driver enables Adaptive Sync by default. There is also an option to disable it using the Intel graphics control panel. For more information on enabling Adaptive Sync, please refer to Enabling Intel® Adaptive Sync guide.
Intel® GPA Framework is a cross-platform, cross-API suite of tools and interfaces, which allows users to capture, playback and analyze graphics applications.In a nutshell, an Intel® GPA Framework user can do a real time analysis of a running application using custom layers, capture a multi frame stream of a running application starting either from application startup or an arbitrary point of time, playback the stream to recreate the application graphics execution or create a script that can play back a stream up to a given frame, get a list of API calls, get metrics, and produce a performance regression report.
While the scope of this guide is only limited to performance optimizations on Xe-LP, this guide provides an overview of key features that are helpful for developers when tuning performance on workloads that are more graphical in nature, such as gaming applications.
Modern graphics APIs like DirectX 12, Metal, and Vulkan* give developers more control over lower level choices that were once handled in driver implementations. Although each API is different, there are general recommendations for application developers that are API independent.
Mobile and ultra-mobile computing are ubiquitous. On these platforms, power is shared between CPU and GPU, so optimizing for CPU can frequently result in GPU performance gains.As a result, battery life, device temperature, and power-limited performance have become significant issues. As manufacturing processes continue to shrink and improve, we see improved performance per-watt characteristics of CPUs and processor graphics. However, there are many ways that software can reduce power use on mobile devices, as well as improve power efficiency. In the following sections, you will find insights and recommendations illustrating how to best recognize these performance gains.
The latest graphics APIs (DirectX 12, Vulkan*, and Metal 2) can dramatically reduce CPU overhead, resulting in lower CPU power consumption given a fixed frame rate (33 fps), as shown on the left side in the figure below. When unconstrained by frame rate the total power consumption is unchanged, but there is a significant performance boost due to increased GPU utilization. See the Asteroids* and DirectX* 12 white paper for full details.
While some graphics optimizations focus on reducing geometric level of detail, checkerboard rendering (CBR) reduces the amount of shading done that is imperceptible. The technique produces full resolution pixels that are compatible with modern post processing techniques and can be implemented for both forward and deferred rendering. More information, implementation details, and sample code can be found in the white paper Checkerboard Rendering for Real-Time Upscaling on Intel Integrated Graphics.
The GPU Detect sample demonstrates how to get the vendor and ID from the GPU. For Intel® Processor Graphics, the sample also demonstrates a default graphics quality preset (low, medium, or high), support for DirectX 9 and DirectX 11 extensions, and the recommended method for querying the amount of video memory. If supported by the hardware and driver, it also shows the recommended method for querying the minimum and maximum frequencies.
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You can also download precompiled executables of SCIP with which you can solve MIP, MIQCP, CIP, SAT, or PBO instances in MPS, LP, RLP, ZIMPL, flatzinc, CNF, OPB, WBO, PIP, or CIP format. Note that these executables do not include the readline features (i.e., command line editing and history) due to license issues. However, you can download the free readline wrapper rlwrap to provide this missing feature to the executables.
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