Advancing GPU-Driven Rendering with Work Graphs in Direct3D 12 – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-21T20:30:26Z http://www.open-lab.net/blog/feed/ Wessam Bahnassi <![CDATA[Advancing GPU-Driven Rendering with Work Graphs in Direct3D 12]]> http://www.open-lab.net/blog/?p=78794 2024-04-09T23:45:27Z 2024-03-11T17:00:00Z GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases...]]> GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases...

GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases where the CPU could bottleneck a game��s performance. Short of running the game��s logic on the GPU, I see the pinnacle of GPU-driven rendering as a scenario in which the CPU sends the GPU only the new frame��s camera information��

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