Game Development Reference
In-Depth Information
Image Scale = 1.0
Image Scale = 0.5
90
30
72
24
54
18
36
12
18
6
0
0
0
20
40
60
80
100
0
20
40
60
80
100
JPEG Quality
JPEG Quality
DirectCompute 4:4:4
DirectCompute 4:2:2
DirectCompute 4:2:0
libjpeg-turbo 4:4:4
libjpeg-turbo 4:2:2
libjpeg-turbo 4:2:0
Figure 2.9. Benchmark Scenario 2 results.
2.3.2 Benchmark Scenario 2
The source image 3 used was selected to benchmark how the technique performs
when encoding artificial image data, such as a game screenshot. Benchmark
results are presented in Figure 2.9. Resulting data sizes at JPEG quality 100
and chroma subsampling 4:4:4 were 1,926 KiB when encoding using DirectCom-
pute and 2,519 KiB when encoding using libjpeg-turbo. A comparison between
encoded results and source-image data is presented in Table 2.3.
Color Channel Difference Tolerance
0
1
2
3
4
DirectCompute
63.58%
98.62%
99.99%
100.00%
100.00%
libjpeg-turbo
66.84%
97.27%
99.77%
99.99%
100.00%
Tab l e 2 . 3 . Decoded Scenario 2 data compared to source-image data. JPEG data was
encoded with chroma subsampling 4:4:4 and quality 100. The cell values represent the
match percentages at different tolerance levels in the range [0 , 255].
3 The source image was taken from a game called
Screen Space Combat
, which has been
developed by the author.
 
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