Some games adapt to battery power by reducing resolution and quality settings, or reducing frame rate. The battery meter has been integrated into the screen so that it doesn’t hide any essential information.įigure 4. Anytime an Ultrabook or laptop system is running on battery or charging from AC power, the battery meter appears so the player knows how long they can play. The meter is hidden if the battery is fully charged and plugged in to AC power. To showcase how long the game can last on battery, it includes a battery meter. We recommend you build a benchmark like this (plus a benchmark-running tool), to show your game’s typical performance. If you want to study power during gameplay, run the benchmark and a power-monitoring tool (see Intel® Graphics Performance Analyzers (Intel® GPA) System Analyzer for real-time power measurement). The benchmark doesn’t specifically measure power. Although the game ships with a single benchmark, it has a benchmark selection screen, so it can use additional benchmarks. For simpler benchmarking, it can also be started from the command line. Go to the advanced graphics options screen and select “run benchmark”. To make it easier to measure the game’s performance across a variety of systems, ROME II includes a benchmark to showcase typical performance across a campaign scenario. Sample scene on Iris™ Pro Graphics 5200Įxtensive benchmarking proves that the game has great frame rates (>=30 FPS for at least 95% of typical game play) on all these configurations. On systems with Intel® HD Graphics 4200/4400/4600 (typically systems that use 15W of power), the game defaults to 1366x768 resolution and Medium quality.įigure 3. With this information, the game configures itself for the best visual fidelity on each system. With code like the GPU Detect code sample, ROME II detects the system’s graphics device. We hope this case study helps you implement similar features in your game. The team studied the GPU and CPU performance of the game with Intel® Graphics Performance Analyzers (Intel® GPA), Microsoft GPUView, and Intel® VTune™ Amplifier XE.Īs we walk through this case study, you should see similarities with your game development. ROME II also includes a built-in benchmark mode so anyone can see the game’s performance. When the system is running on battery, the game displays a battery meter. To make sure that the game is playable across a wide range of systems, it automatically configures itself to match each system. This includes AOIT built on top of the Intel® Iris™ graphics extension for pixel synchronization, which gives systems with Intel graphics much faster transparency calculations. Since the game is faster on more capable systems, advanced features are enabled so the game renders with even higher quality. The team put their requirements on a sliding scale, with more capable machines delivering an even faster frame rate with higher resolution and quality settings. Together, we delivered a fantastic game that players can enjoy across the full range of the latest Intel systems, from the most power-thrifty Ultrabook™ up through full power laptop, all-in-one, and desktop systems. How could they deliver great gaming at fluid frame rates across all of these systems? They turned to Intel’s engineers. But today’s systems have a variety of features and come in a number of form factors. They wanted to deliver the most immersive experience of any Total War game to date, on all types of systems, with no compromise. When building Total War: ROME II, Creative Assembly challenged Intel. Together, these gave the game great performance across a wide range of Intel systems. They also optimized for memory bandwidth. The team made improvements to many other areas, including LODs, shadows, landscape generation, particles, CPU tasks, and sound. They also tuned for several different systems at once to ensure that any optimizations were balanced across systems, and added detection code to automatically set the right options for each system. An in-game battery meter allows players to monitor power when playing on the go. The team added a game benchmark for an easy way to measure performance. The foliage was optimized with Adaptive Order Independent Transparency (AOIT), giving it a rich look with low performance overhead. High-fidelity landscapes are an essential part of the game’s rich historical environments, and lush foliage is key to those landscapes. The developers at Creative Assembly had a challenge: How could they get Total War: ROME* II to play well across a wide range of Intel® systems without compromising the game aesthetics? This case study details how the game takes best advantage of low-power systems, while still scaling up to look and run fantastic on more robust systems. Visit Intel® Developer Zone for Developing Windows* Apps for Intel Devices.
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