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Latest GPU Activity

Per Render Pass Resource Binding (Vulkan)

Hello,
I'm trying to write resource binding related code for my Vulkan rendererr.

The idea is there are a few static descriptor set layouts, and a few descriptor sets.
Each descriptor set contains data based on how often the data needs to be updated.
Like this: https://zoo.dev/blog/vulkan-resource-bind…

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gpu said:
the precomputed method now met banding artifact:(

Then you loose precision at some point. Mayebe that's related to the other PNG problem.
Ofc. there should be zero difference from using precomputed data vs. calculating the same data every frame. So you need to investigate…

gpu said:
do you hav…

4,117 views

giuseppe7 said:
I dispatch a Compute Shader for each instance of my model. So for example, I have 30 instancies, I dispatch a Compute Shader 30 times.

It's no mistake, but i think your approach is very inefficient.
It looks you launch only one workgroup, then wait until it is done, then launch the nex…

4,252 views

Pagur said:
But this is clearly not the number provided by AMD which is just 304.8 GTexel/s (1905 MHz x 160 TMU).

A RX 5700 has memory bandwidth of 448 GB/s, and assuming a texel is one byte, this number matches better.

Pagur said:
it seems legit to compute the texture fill rate as follow: Texture Rate…

5,579 views

Hi,

I'm working on a game in UE4 that uses a compute shader to perform 3D rotations on 2D images. The final rotated image is drawn to a render target after the calculations are done.

Problem: on certain hardware, we're seeing “striping” occur, where rows of pixels are missing from the final image (ex…

4,469 views
enigma_dev
March 12, 2022 03:13 PM
DevBlog 18 - Instancing vs Batching Graphics Optimization



Using profiling to inform coding decisions; a real life example.  

To start off, I added the ability for ships to respawn. Giving some forgiveness if the player dies.

That works by adding a spawn component to the entity that needs to respawn fighter ships.

When respawning, you need to know how lo…

10,820 views
Where Are You Spending Your GPU Performance Budget?

So you know your game is heavy on the GPU and you're ready to optimize it.

But wait, where exactly do YOU start optimizing? Do you know which parts of your scene are causing your GPU performance bottlenecks?

Well, I have a tool to help you with Unity GPU Performance profiling: RenderDoc.



Quick Naviga…

9,601 views
Unity CPU Optimization: Is Your Game… Draw Call Bound?

In this post, I'll show you how to know if your game performance is suffering from too many Unity Draw Calls and what to do about it. You'll be able to answer:

  • What is a draw call and what will they do to your players?
  • How do you know if you have too many draw calls?
  • How can you reduce these dreadful …
11,759 views
Are You Pushing Too Many Vertices to Your GPU? Careful There...

Is your game rendering more geometry than your GPU can handle? Here, let me show you a few steps to check if your geometry is causing a performance bottleneck on your players' GPU.

In this blog post, I'll share with you:

  • What geometry complexity is and how it affects your players.
  • How to check if geom…
7,501 views
khawk
December 13, 2019 04:55 PM
AMD Releases

AMD has released the "Vega" 7nm Instruction Set Architecture in PDF form. They have been releasing GPU ISA documentation for some time now, and now they've added the 7nm architecture to the list.

In the ISA documentation you will find:

  • Chapter 1 begins the document begins with an overview of the AMD …
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