Thanks for voting!
After 70 votes, these are the results. I was surprised a bit, before starting it I was more pessimistic about the average use of such things, but truth to be told I don't think the audience of this blog is totally unbiased too...
After 70 votes, these are the results. I was surprised a bit, before starting it I was more pessimistic about the average use of such things, but truth to be told I don't think the audience of this blog is totally unbiased too...
I don't think they require much comment, the relatively high numbers in 360 - other and ps3 - other probably say that the entries could have been better, I didn't receive any comments so if you did choose "other" and you want to specify what that meant, feel free to leave a comment on this post.
So here they are:
360 - tassellator - 11%
360 - shader memwrite - 12%
360 - v.shader texture fetch - 30%
360 - l2 cache -> GPU - 5%
360 - custom vfetch - 28%
360 - command buffer predication (other than MSAA) - 20%
360 - other - 21%
ps3 - texture as vertex stream fetch - 2%
ps3 - spu to spu cache communication - 8%
ps3 - spu rendering (i.e. depth/hi-z) - 10%
ps3 - halfs in shaders - 41%
ps3 - main/local memory bandwidth optimization - 27%
ps3 - spu to gpu fast path - 30%
ps3 - other - 24%
dx10 - api - 10%
dx10 - geometry shaders - 10%
dx10 - model 4 shaders - 15%
dx10.1 - features - 11%
dx10 - other - 4%
dx11 - api - 15%
dx11 - tassellator - 12%
dx11 - multithreading - 7%
dx11 - model 5 shaders - 11%
dx11 - other - 10%
my engine is console only - 21%
none - 24%