[Free] 2018(Jan) Dumps4cert Braindumps Microsoft 98-374 Dumps with VCE and PDF 91-100

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MTA: Gaming Development Fundamentals

Question No: 91

You plan to optimize a game loop.

Which three common matrices are passed to a shader for every mesh rendered in a scene? (Choose three.)

  1. Camera

  2. World

  3. View

  4. Projection

  5. Quaternion

Answer: B,C,D

Explanation: http://msdn.microsoft.com/en-us/library/windows/apps/dn166879.aspx

Question No: 92

Which language runs natively on the graphics processing unit (GPU)?

  1. C#

  2. High Level Shading Language (HLSL)

  3. C

  4. JavaScript

Answer: B

Explanation: http://dl.acm.org/citation.cfm?id=2038861amp;preflayout=tabs

Question No: 93

: 141

Why are video games considered discrete simulations?

  1. Games are unique in the way that they simulate the real world.

  2. Games only deal with discrete mathematics.

  3. Games are completely accurate in the way that they simulate continuous events.

  4. Games only process individual samples of the game state at specific moments in time.

Answer: D

Question No: 94

Which device is a game console?

  1. Xbox 360

  2. Windows Phone 7

  3. Microsoft Zune

  4. Windows 7 PC

Answer: A

Explanation: http://msdn.microsoft.com/en-us/library/bb975643.aspx

Question No: 95

You are creating your first 2D game engine.

You need to set up the core application architecture. What is your first step in the graphics pipeline?

  1. Projection

  2. Transformation

  3. Display

  4. Clipping

Answer: B

Explanation: http://social.msdn.microsoft.com/Forums/en-US/9891cedc-e324-4a64-aeed- 382191b9583f/xna-framework-architecture?forum=xnaframework

Question No: 96

You are implementing shaders into a 3D game-rendering engine. What describes a shader?

  1. it is a programmable interface before the graphics pipeline.

  2. It provides a programmable interface into the graphics pipeline.

  3. it is a transformation scripting interface.

  4. it is a scripting graphical user interface.

Answer: B

Explanation: http://msdn.microsoft.com/en- us/library/windows/desktop/bb944006(v=vs.85).aspx

Question No: 97

You develop a game for mobile devices.

You must have the best graphics possible for each display resolution that the mobile devices support.

What should you do?

  1. Create a single set of graphics based on the highest resolution screen and use this set of graphics for all devices.

  2. Create a single set of the graphics that is based on the highest resolution screen and then scale the graphics down for lower resolution screens.

  3. Create multiple sets of graphics and customize each set for every screen size and resolution.

  4. Create the graphics based on the lowest resolution screen and then scale the graphics up for higher resolution screens.

Answer: C

Explanation: http://msdn.microsoft.com/en- us/library/microsoft.xna.framework.graphicsdevicemanager.aspx

Question No: 98

This question requires that you evaluate the underlined text to determine if it is correct. You develop a game that stores high scores on the hard drive of a personal computer. You need to ensure that users cannot edit the scores by using Microsoft Notepad.

The scores should be stored in a/an binary data format.

Select the correct answer if the underlined text does not make the statement correct. Select quot;No change is neededquot; if the underlined text makes the statement correct.

  1. No change is needed

  2. HTML

  3. XML

  4. plain text

Answer: C

Explanation: http://msdn.microsoft.com/en-us/library/bb203924.aspx

Question No: 99

You develop a game engine that supports multiple operating systems.

Which three platforms place limits on the size of the game application? (Choose three.)

  1. Windows 7

  2. Windows Vista

  3. Windows Phone 8

  4. Xbox 360

  5. windows Store

Answer: B,C,D

Explanation: http://msdn.microsoft.com/en- us/library/windows/apps/hh855082(v=vs.105).aspx

Question No: 100

: 53

What two ways can you improve the frame rate of your 3D game? (Choose two.)

  1. Use column major matrices instead of row major matrices.

  2. Avoid inline methods.

  3. Reduce draw calls.

  4. Save results instead of recalculating them.

  5. Make your view frustum longer.

Answer: A,D

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