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For example, the PlayStation® 2 version of Shark 3D uses highly optimized vector unit assembly code for the geometric 3d pipeline. This code runs skinning, transformation, vertex lighting and clipping on the VU1 in parallel to the CPU. The 3d data preparation tools generate data packages optimized for this rendering code and for the VU1 memory size. This implementation provides highest performance for high-polygonal skinned characters without restricting the number of bones.
Console specific code is not limited to console specific backends. Instead, every source code file may contain console specific optimizations. For non-console SDKs, console specific code is completely stripped off on per-line basis. By this, console specific optimizations are not limited by cross-platform abstraction layers.
Platform specific features can be accessed at multiple levels. For example, you can configure different shaders for different platforms on configuration level. But you can also write completely different rendering effects in C++ for each platform.
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