Posts by Louis Bavoil
Content Creation / Rendering
Jul 10, 2023
In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode
If you are a DirectX 12 (DX12) game developer, you may have noticed that GPU times displayed in real time in your game HUD may change over time for a given...
4 MIN READ
Content Creation / Rendering
Apr 25, 2022
Identifying Shader Limiters with the Shader Profiler in NVIDIA Nsight Graphics
UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler...
8 MIN READ
Simulation / Modeling / Design
Aug 11, 2021
Optimizing DX12 Resource Uploads to the GPU Using GPU Upload Heaps
This post was updated on May 19, 2023. How to optimize DX12 resource uploads from the CPU to the GPU over the PCIe bus is an old problem with many possible...
9 MIN READ
Simulation / Modeling / Design
Jul 16, 2020
Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling
As part of my GDC 2019 session, Optimizing DX12/DXR GPU Workloads using Nsight Graphics: GPU Trace and the Peak-Performance-Percentage (P3) Method, I presented...
5 MIN READ
Simulation / Modeling / Design
Apr 03, 2020
Using Nsight Systems for Fixing Stutters in Games
While working with game developers on pre-release games, NVIDIA has had a steady flow of bugs reported where a game stutters for multiple milliseconds during...
8 MIN READ
Simulation / Modeling / Design
Mar 30, 2020
Optimizing VK/VKR and DX12/DXR Applications Using Nsight Graphics: GPU Trace Advanced Mode Metrics
Many GPU performance analysis tools are based on a capture and replay mechanism, where a frame is first captured (either in-memory or to disk), and then...
12 MIN READ