Matthew Rusch – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-01-14T20:07:39Z http://www.open-lab.net/blog/feed/ Matthew Rusch <![CDATA[Improve Shader Performance and In-Game Frame Rates with Shader Execution Reordering?]]> http://www.open-lab.net/blog/?p=56044 2024-12-09T16:39:06Z 2022-10-13T00:01:30Z NVIDIA recently introduced a new feature available in the next generation of GPUs: Shader execution reordering (SER). SER is a performance optimization that...]]>

NVIDIA recently introduced a new feature available in the next generation of GPUs: Shader execution reordering (SER). SER is a performance optimization that unlocks the potential for better ray and memory coherency in ray tracing shaders and thus increased shading efficiency. Shading divergence is a long-standing problem in ray tracing. With increasingly complex renderer…

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Matthew Rusch <![CDATA[Tips and Tricks: Vulkan Dos and Don��ts]]> http://www.open-lab.net/blog/?p=14696 2025-01-14T20:07:39Z 2019-06-06T17:14:24Z Note: This post was updated on 1/14/2025 to reflect updates. The increased performance potential of modern graphics APIs is coupled with a dramatically...]]>

Note: This post was updated on 1/14/2025 to reflect updates. The increased performance potential of modern graphics APIs is coupled with a dramatically increased level of developer responsibility. Optimal use of Vulkan is not a trivial concept, especially in the context of a large engine, and information about how to maximize performance is still somewhat sparse.

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