Technical Walkthrough 0

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
Technical Walkthrough 0

Profiling DXR Shaders with Timer Instrumentation

Optimizing real-time graphics applications for maximum performance can be a challenging endeavor, and ray tracing is no exception. Whether you want to make your... 9 MIN READ
Technical Walkthrough 0

Parallel Shader Compilation for Ray Tracing Pipeline States

In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types... 3 MIN READ