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… 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

If ray tracing PSO creation time grows high in your application collection state objects can help distribute the work to mulitple concurrent threads. 3 MIN READ