What are common pitfalls in optimizing C++ game graphics architecture?
Some common pitfalls include over-optimizing early, neglecting profiling, and not considering hardware limitations.
Can you explain why over-optimizing early is a problem?
Over-optimizing early can lead to wasted effort on parts of the code that may not be bottlenecks, making it harder to maintain.
What tools can I use for profiling my game?
You can use tools like NVIDIA Nsight, Intel VTune, or built-in profilers in game engines like Unreal or Unity.
How do hardware limitations affect graphics optimization?
Hardware limitations can restrict the complexity of graphics you can implement, so optimizations should align with target hardware capabilities.
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