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+\documentclass{beamer}
+\usepackage[fontsize=20pt]{fontsize}
+\usepackage{graphicx}
+\usepackage{tikz}
+\usepackage{svg}
+\usepackage[polish]{babel}
+\graphicspath{ {./images/} }
+\usetheme{Warsaw}
+
+%Information to be included in the title page:
+
+% Custom title page layout adjustments
+\title{\large Porównanie wydajności i możliwości współczesnych silników do gier komputerowych}
+\author{Krzysztof Rudnicki}
+\institute{
+ \textbf{Promotor} \\
+ dr inż. Michał Chwesiuk
+}
+\date{\scriptsize \today} % Adjust the font size here
+
+
+\setbeamertemplate{footline}[frame number]{}
+\beamertemplatenavigationsymbolsempty
+\setbeamertemplate{headline}{}
+
+
+
+
+
+
+\begin{document}
+
+\begin{frame}
+ \vspace{-0.5cm} % Adjust vertical space above title
+ \maketitle
+ % Alternatively, use a completely custom layout:
+ %\begin{center}
+ % {\Large\inserttitle\par}
+ % \vskip1em
+ % {\insertauthor\par}
+ % \vskip1em
+ % {\insertinstitute\par}
+ % \vskip1em
+ % {\insertdate\par}
+ %\end{center}
+\end{frame}
+
+\begin{frame}
+\frametitle{Plan prezentacji}
+\tableofcontents
+\end{frame}
+
+\section{Definicje}
+\begin{frame}
+ \frametitle{Gra komputerowa}
+ \large Aplikacja dostępna na platformie "Steam" oznaczona typem "Game"
+\end{frame}
+\begin{frame}
+\frametitle{Silnik do gier}
+\large Oprogramowanie zaprojektowane i stworzone do kreacji gier komputerowych
+\end{frame}
+
+\begin{frame}
+ \frametitle{Nowoczesne}
+ \large Ponad 1000 gier w tej dekadzie na platformie "Steam"
+\end{frame}
+
+
+{
+ \setbeamercolor{footline}{fg=white}
+\usebackgroundtemplate{\includegraphics[width=\paperwidth, height=\paperheight]{steamdb_main.png}}
+\begin{frame}
+\end{frame}
+}
+
+
+{
+\usebackgroundtemplate{\includegraphics[width=\paperwidth, height=\paperheight]{steamdb_filter.drawio.pdf}}
+\begin{frame}
+\end{frame}
+}
+
+\begin{frame}
+ \frametitle{Wybrane silniki - start}
+ \begin{center}
+ \includegraphics[width=0.8\paperwidth, height=0.8\paperheight]{usedEngines.pdf}
+\end{center}
+\end{frame}
+
+\begin{frame}
+ \frametitle{Wybrane silniki}
+ \begin{itemize}
+ \item Wyeliminowanie nie generycznych - Ren'Py, RPGMaker
+ \item Wybór najpopularniejszych - Unity, Unreal
+ % Prawie 25k i ponad 7.5k
+ \end{itemize}
+\end{frame}
+
+\begin{frame}
+ \frametitle{Wydajność silnika}
+ \begin{itemize}
+ \item Klatki na sekundę (FPS)
+ \item Zużycie CPU, GPU, RAM i VRAM
+ \item Liczba draw calls
+ \item Czas ładowania assetów
+ \item Czas odpowiedzi na interakcję gracza
+ \end{itemize}
+\end{frame}
+\begin{frame}
+ \frametitle{Możliwości Silnika}
+ \begin{itemize}
+ \item Renderowanie grafiki
+ % Ray tracing, HDR lighting, dynamic shadows, particle systems, animacja
+ \item Silnik Fizyczny
+ \item Multiplatformowość (VR)
+ % Linux, Windows, MacOS, Android, IOs, Xbox, PlayStation, Nintendo, VR
+ \item Skryptowanie logiki gier (AI)
+ \item Gry online
+ \item Sklepy z assetami
+ \end{itemize}
+ \end{frame}
+ \section{Narzędzia}
+ \frametitle{Unity Profiler}
+ {
+ \setbeamercolor{footline}{fg=white}
+ \usebackgroundtemplate{
+ \includegraphics[width=\paperwidth, height=\paperheight]
+ {unity_profiler.png}}
+ \begin{frame}
+ \end{frame}
+ }
+
+ \frametitle{Unreal Profiler}
+ {
+ \setbeamercolor{footline}{fg=white}
+ \usebackgroundtemplate{
+ \includegraphics[width=\paperwidth, height=\paperheight]
+ {unreal_profiler.jpg}}
+ \begin{frame}
+ \end{frame}
+ }
+
+ \frametitle{Nvidia nsight}
+ {
+ \setbeamercolor{footline}{fg=white}
+ \usebackgroundtemplate{
+ \includegraphics[width=\paperwidth, height=\paperheight]
+ {nvida_nsighty.jpg}}
+ \begin{frame}
+ \end{frame}
+ }
+
+
+ \begin{frame}
+ \frametitle{Nsight - Analiza FPS}
+ \center
+ \includegraphics[width=1\textwidth]{fps_overview.png}
+ % Ile klatek pokazaliśmy na ile
+ % ile trwała średnio klatka
+ % Ile trwała najkrótsza klatka
+ % Ile trwała najdłuższa klatka
+ % Przeciętne klatki na sekundę dla pokazanego wycinka
+ % Tyle lub mniej czasu trwało 99% klatek
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Nsight - Analiza FPS}
+ \center
+ \includegraphics[width=1\textwidth]{stutter_row.png}
+ % Wykrywanie "zawieszek"
+ % Wykrywamy klatki których długość
+ % jest znacznie dłuższa od długości mediany pobliskich 19 klatek
+ % zawieszka musi być dłuższa niż 4 milisekundy
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Nsight - Analiza FPS}
+ \center
+ \includegraphics[width=1\textwidth]{dx12_frame_health.png}
+ % Możemy sprawdzić jaka klatka miała zawieszkę
+ % I jaka metoda w api tę zawieszkę spowodowała
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Nsight - Zużycie VRAM}
+ \center
+ \includegraphics[width=1\textwidth]{memory_utilization.png}
+ % Zielony -> ile pamięci mamy dostępnej
+ % Pomarańczowy -> ile pamięci zużyliśmy
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Nsight - Zużycie VRAM}
+ \center
+ \includegraphics[width=1\textwidth]{memory_utilization_gpu_vram.png}
+ % VidMm Device Suspension -> okresy czasku kiedy przetransferowano
+ % Jeden duży zasób pamięci
+ % Demoted Memory -> w GPU mamy local memory (szybsze) i global memory
+ % (wolniejsze) to może nam mówić o "wyciekach" pamięci
+ % źle zooptymalizowanej pamięci itd.
+ % Allokacja pamięci -> zielone aplikacja, szare -> system
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Nsight - Zużycie VRAM}
+ \center
+ \includegraphics[width=1\textwidth]{memory_utilization_resource_migrations.png}
+ % W kolejności co najwięcej zużyło zasobów
+ % Konkretnie ile i kiedy
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Nsight - Zużycie VRAM}
+ \center
+ \includegraphics[width=1\textwidth]{memory_utilization_memory_transfer.png}
+ % W kolejności co najwięcej zużyło zasobów
+ % Konkretnie ile i kiedy
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Jak porównywać?}
+ \begin{itemize}
+ \item Stworzenie gry na obu
+ \item Porównywanie istniejących gier
+ \item Porównanie samych edytorów
+ \end{itemize}
+ \end{frame}
+
+ {
+ \setbeamercolor{footline}{fg=white}
+ \usebackgroundtemplate{
+ \includegraphics[width=\paperwidth, height=\paperheight]
+ {maxresdefault (1).jpg}}
+ \begin{frame}
+ \end{frame}
+ }
+
+ \begin{frame}
+ \frametitle{Wybór gatunku}
+ FPS:
+ \begin{itemize}
+ \item Wystarczająco skomplikowany
+ \item Grafika
+ \item Fizyka
+ \item Klasyczny benchmark
+ % Wolfenstein, Doom, Quake, Crysis
+ \end{itemize}
+ \end{frame}
+ \begin{frame}
+ \frametitle{Problem}
+ Inklinacja Silnika \\
+ \begin{itemize}
+ \item $ \frac{2478}{39713} \approx 6\% $ gier Unity to FPS \\
+ \item $ \frac{1765}{11158} \approx 15\% $ gier Unreal to FPS \\
+ \end{itemize}
+ Źródło: steamdb.info
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Wybór gatunku}
+ Bullet hell:
+ \begin{itemize}
+ \item Wystarczająco skomplikowany
+ \item Grafika
+ \item Czas jest ważny
+ % W Bullet hell czas jest ważny, gra musi być płynna
+ \end{itemize}
+ \end{frame}
+
+ {
+ \setbeamercolor{footline}{fg=white}
+ \usebackgroundtemplate{
+ \includegraphics[width=\paperwidth, height=\paperheight]
+ {maxresdefault.jpg}}
+ \begin{frame}
+ \end{frame}
+ }
+ \begin{frame}
+ \frametitle{Wyzwania}
+ \begin{itemize}
+ \item Sprzęt
+ % Ten sam, jeden i ten sam komputer użyty w procesie kreacji obu
+ \item Umiejętności
+ % Nie mam
+ \item Podobne wersje silnika
+ % Użyje ostatniego LTS
+ \item Inklinacja Silnika \\ (3\% Unity, 2.4\% Unreal)
+ % ??? Ch
+ % 1577 FPS UNITY, 271 FPS UNREAL
+ % 39713 Total Unity, 11158 Total Unreal (proporcjonalnie 2 razy więcej :<)
+ \end{itemize}
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Ocena łatwości użycia}
+ \begin{itemize}
+ \item Dokumentacja
+ \item Intuicyjność
+ \item Materiały
+ \item Zasoby (Assety)
+ \item Dostępne funkcje
+ \end{itemize}
+ \end{frame}
+
+
+
+ \begin{frame}
+ \frametitle{Po stworzeniu}
+ Przejść obie gry, monitorując używając Nvidia Nsight i porównać wyniki
+ \end{frame}
+
+
+ \section{Źródła}
+\begin{frame}
+ \frametitle{Źródła}
+ \begin{itemize}
+ \item \href{https://steamdb.info/}{https://steamdb.info/}
+ \item \href{https://docs.nvidia.com/nsight-systems}{https://docs.nvidia.com/nsight-systems}
+ \item An Overview Study of Game Engines, Faizi Noor Ahmad
+ \item Game Engine Architecture, Jason Gregory
+ \end{itemize}
+ \end{frame}
+
+ \begin{frame}
+ \frametitle{Źródła obrazów}
+ \begin{itemize}
+ \item Crysis - kanał youtube \href{https://www.youtube.com/watch?v=vGjOALIrL_U}{Thronefull}
+ \item BulletHell - kanał youtube \href{https://www.youtube.com/watch?app=desktop&v=h-wr6LoETA0}{Beat that boss}
+ \end{itemize}
+ \end{frame}
+
+\end{document}
\ No newline at end of file
diff --git a/NotProgramming/SDM/presentations/my_thesis/script.txt b/NotProgramming/SDM/presentations/my_thesis/script.txt
new file mode 100644
index 00000000..2ae14544
--- /dev/null
+++ b/NotProgramming/SDM/presentations/my_thesis/script.txt
@@ -0,0 +1,15 @@
+Dzień dobry państwu, nazywam się Krzysztof Rudnicki i chciałbym opowiedzieć o mojej pracy magisterskiej pod promotorstwem Pana doktora Michała Chwesiuka, o tytule Porównanie wydajnośći i możliwości współczesnych silników gier komputerowych
+
+Jeżeli pojawią się jakieś pytania to można je jak najbardziej zadawać w trakcie
+
+Plan prezentacji wygląda następująco, najpierw omówię krótko co
+rozumiem pod pojęciem silnika do gier,
+jakie są współczesne silniki do gier,
+które z nich będę porównywał,
+czym są możliwości i wydajności tych silników
+i jak zamierzam je porównywać
+
+Chciałbym aby po tej prezentacji wiedzieli Państwo więcej o tym jak można
+porównywać silniki graficzne niż przed nią
+
+