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| The non-idle percentage of a given resource |
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| a group of code that runs more than 8% of total runtime |
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| a resource or stage in a pipeline that is the limiting factor in framerate |
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| moving processing from an over-utilized resource to a under-utilized resource. |
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| Contains a minimum of 2 cores when you consider the CPU and GPU |
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| The stage of the cpu where branch prediction and instruction fetching occurs |
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| The stage where the instruction pool operates out of order instructions |
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| The stage where exceptions are thrown and branch prediction miss notification occurs |
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| Another name for the Back-End stage and runs in order. This is where the cpu throws exceptions |
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| The stage where transform and lighting occurs |
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| The bus that has slow download and fast upload |
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| The bus that has fast upload and fast download |
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| The number of bytes of modern cache lines. |
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| A layer of memory that manages paging to the hard drive |
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| The memory used to store currently rendering vertex buffers, textures, and framebuffers and render targets |
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| The comparison test for determining optimization improvement |
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| An application used to determining CPU performance |
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| required for accurate call graph results |
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| a collection type that counts time or events as you application runs. |
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| a collection type that tracks the measurements of hardware resources |
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| a collection type that shows parent child relationships |
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| The guess the cpu makes to allow it to multi-process micro operations |
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| A integer buffer that indexes single vertices in a vertex buffer |
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| A buffer that contains information like XYZ or the Normal of XYZ |
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| Small fast expensive hardware |
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| The process by which we determine what not to process or render |
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