- Basic facts about GPUs
Basic facts about GPUs is a single technical essay by Damek Davis on his personal site.
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· <optimization><intermediate><bottlenecks><deep><occupancy><overhead><systems><third> - GPU utilisation and performance improvements
GPU utilisation and performance improvements is an August 2025 Interplay of Light article by Kostas Anagnostou on keeping GPU SIMD and VALU units busy across rendering…
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· <optimization><bottlenecks><occupancy><throughput><workloads><directx><nsight><vulkan> - Making GPUs Actually Fast: A Deep Dive into Training Performance
Making GPUs Actually Fast: A Deep Dive into Training Performance is a Jane Street YouTube talk by Corwin and Sylvain on keeping GPUs busy while training neural nets in…
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· <optimization><intermediate><deep><metrics><systems><tensor><throughput><nsight> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
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· <optimization><tool><bandwidth><sampling><timeline><utilization><workloads> - AMD GPUOpen
AMD's open developer portal for graphics and compute - FidelityFX, FSR SDK, samples, performance guides, RDNA tuning articles, and research frameworks like Capsaicin.
69% match
· <optimization><tool><bandwidth><deep><plugins><directx><vulkan> - Boost your graphics performance with the M5 and A19 GPUs
Boost your graphics performance with the M5 and A19 GPUs is an Apple Developer Tech Talk by Irfan on the Family 10 GPU in M5 and A19 for games and pro Metal apps.
It covers…
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· <optimization><automatic><bandwidth><occupancy><third><throughput> - How to Think About GPUs
How to Think About GPUs is a free online chapter from How To Scale Your Model by Jacob Austin, Swapnil Patil, Adam Paszke, and Reiner Pope.
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· <optimization><bandwidth><bottlenecks><systems><tensor><workloads> - Triple Buffering in Rendering APIs
Triple Buffering in Rendering APIs is a September 2025 practical guide on 4rknova.com explaining how a third swapchain image changes smoothness and throughput versus double…
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· <optimization><intermediate><pacing><third><throughput><opengl><vulkan> - Preproduction Optimization Steps - Game Optimization - Episode 3
Preproduction Optimization Steps - Game Optimization - Episode 3 is a YouTube tutorial by Ben Cloward in his Game Optimization series on performance work before and during…
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· <optimization><intermediate><analysis><metrics><overhead><systems> - RenderDoc - Version v1.41
RenderDoc - Version v1.41 is the GitHub release notes for RenderDoc 1.41, baldurk's open-source graphics debugger for capturing and inspecting GPU frames.
The headline change is…
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· <tool><intermediate><extension><overhead><threads><vulkan> - Scaling Game Performance Analysis with NVIDIA Nsight
Scaling Game Performance Analysis with NVIDIA Nsight is a recorded talk published on the NVIDIA developer channel channel.
NVIDIA talk on optimizing real-time ray tracing with…
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· <optimization><tool><analysis><pacing><nsight><vulkan> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
54% match
· <optimization><intermediate><automatic><stutter><timeline><directx> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
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· <optimization><extension><pacing><platforms><vulkan> - Microsoft PIX
Performance tuning and debugging tool for DirectX 12 games on Windows and Xbox.
50% match
· <optimization><tool><intermediate><stutter><threads><directx> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
50% match
· <bandwidth><low><overhead><threads> - No Graphics API
No Graphics API is a December 2025 long-form essay by Sebastian Aaltonen arguing that modern bindless GPUs no longer need the retained-mode complexity of DirectX 12, Vulkan, and…
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· <optimization><low><systems><directx><vulkan> - Profiling without Source code – how I diagnosed Trackmania stuttering
Profiling without Source code - how I diagnosed Trackmania stuttering is a July 2025 blog post by Lars Thießen on larstofus.com about finding frame spikes in Trackmania 2020…
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· <optimization><tool><intermediate><stutter><third><directx> - Unreal Post Asset Import Actions (#notGDC 2023)
Ryan Dowling-Soka article on hooking Unreal post-import events with Python versus C++ import rule systems - the pattern extended in Escape Asset Helper.
46% match
· <tool><intermediate><plugins><python><systems> - GDC 2026: DirectX is Bringing Console-Level Developer Tools to Windows
GDC 2026: DirectX is Bringing Console-Level Developer Tools to Windows is a March 2026 Microsoft Game Dev article by Will Tuttle summarizing DirectX GDC tooling news with AMD,…
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· <optimization><tool><analysis><plugins><directx> - HIP Threads: GPU power for teams without GPU experts
AMD GPUOpen Learn article by Alexander Blake-Davies, Kelvin Lui, Chas Boyd, Marko Savic, and Daniel McIntosh introducing HIP Threads, a C++ concurrency library for AMD GPUs.
46% match
· <optimization><intermediate><deep><multithreaded><threads>