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Checking for Suboptimal Surface and Texture Paging

You need to make sure that your application is not paging texture and surface data unnecessarily. When it does page, you should use the accelerated graphics port (AGP pathway, which is also known as DMA transfer). Non-AGP transfers slow performance. You can check for less optimal paging by looking at these parameters:

Non-AGP transfer is acceptable only if you must reorder data or align it. If possible, use this type of data transfer at initialization time and not during a rendering loop.

If your application has a lot of paging activity, whether it’s AGP or non-AGP, consider using framebuffer objects.



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Last updated: 2008-02-08




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