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 an optimization technique named thread-group tiling, a type of thread-group ID swizzling. This is an important technique for optimizing 2D, full-screen, compute shader passes that are doing widely spread texture fetches and which are��
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