- 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,
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· <shaders><advanced><blog><color><compute><divide><error><gpu> - Neural Shading Course: Part 1 - Introduction
Neural Shading Course: Part 1 - Introduction is the opening NVIDIA Game Developer YouTube session of a course on neural and trainable shading inside real-time pipelines.
It…
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· <shaders><compute><engineers><frames><gpu><hardware> - GPU Side Input
GPU Side Input is a short technical talk by Timothy Lattis on the Neokineogfx channel about reading controller and keyboard state from GPU shaders late in the frame to cut…
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· <advanced><checks><concrete><frames><gpu><ring><shaders> - Spark 1.3 and spark.js
Spark 1.3 and spark.js is a release post by Ignacio Castaño on the Ludicon blog covering Spark 1.3 real-time GPU texture compression and the new spark.js JavaScript package for…
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· <blog><color><compute><engineers><error><gpu><shaders> - Adventures in Neural Rendering part 2: Cooperative vectors
Technical blog post by Kostas Anagnostou on Interplay of Light, part 2 of Adventures in Neural Rendering, on Cooperative Vectors for MLP inference in shaders.
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· <shaders><advanced><blog><checks><compute><engineers><hardware> - An Experimental Approach to printf in HLSL
An Experimental Approach to printf in HLSL is a December 2025 technical post by Chris Bieneman describing a holiday prototype for GPU-side printf in HLSL.
It covers GPU string…
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· <shaders><advanced><blog><compute><concrete><engineers><gpu> - Anno 1800: Frame Analysis
Anno 1800: Frame Analysis is a reverse-engineering blog post by Thomas Poulet that traces how Ubisoft Mainz's custom Anno 1800 engine builds one captured frame.
It covers…
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· <general><advanced><blog><captures><compute><concrete><engineers><gpu> - Enhancing AMD Radeon GPU Detective Output with DirectX Debug Information
This AMD GPUOpen technical article by Amit Ben-Moshe, posted 2025-06-17, documents how AMD Radeon GPU Detective (RGD) 1.5 can enrich post-mortem GPU crash reports using DirectX…
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· <shaders><blog><gpu><hardware><reports><workflow> - HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series
HDR And Tone Mapping Using OpenGL // Intermediate OpenGL Series is a free YouTube tutorial by OGLDEV that implements high dynamic range rendering and tone mapping in an…
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· <shaders><compute><concrete><gpu><tiled> - Your game can be faster, because you restarted your PC
After a long work day with many applications open, the author compares profiling sessions with and without a clean restart on a hobby Unity project.
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· <general><blog><mroz><captures><frames><gpu><patterns><unity> - Inside NVIDIA GPUs: Anatomy of high performance matmul kernels
Inside NVIDIA GPUs: Anatomy of high performance matmul kernels is a long self-contained blog post by Aleksa Gordić that teaches how near-peak NVIDIA matrix-multiply kernels are…
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· <advanced><blog><compute><engineers><gpu><hardware><tiled> - ARM Streamline Performance Analyzer
Arm's mobile GPU/CPU profiler for Android and embedded targets.
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· <advanced><captures><frames><gpu><reports><shaders> - Adaptive tessellation and subdivision
SIGGRAPH 2026 Advances talk slides by John Hable on compute-based adaptive tessellation and Catmull-Clark subdivision.
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· <advanced><compute><engineers><gpu><hardware><patterns> - Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace
Optimizing RTX Mega Geometry with Nsight Graphics GPU Trace is an NVIDIA Game Developer talk by Calvin Chu on profiling and speeding up the RTX Mega Geometry SDK sample.
It…
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· <advanced><compute><engineers><gpu><hardware><shaders> - Dithering Series - Part 2
Dithering Series - Part 2 is an interactive visual essay by Damar on visualrambling.space, the second installment in a grayscale dithering series about ordered dithering.
It…
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· <general><shaders><blog><color><error><patterns><tiled> - Optimizing mannequin
Optimizing mannequin is a December 2025 post on the peterstrahle.dev blog about performance work for the Quest VR title Mannequin, with lessons carried from Vampire: The…
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· <blog><color><concrete><engineers><gpu><meshes> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
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· <advanced><automated><engineers><gpu><hardware><tiled> - 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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· <compute><engineers><frames><gpu><shaders> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
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· <advanced><blog><concrete><error><gpu><shaders><unity> - Metal Single Pass Downsampler (SPD)
Metal Single Pass Downsampler (SPD) is a February 2026 technical article by Kiriakos Gavras porting AMD FidelityFX SPD to Metal for depth pyramid generation.
It explains…
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· <shaders><advanced><blog><compute><concrete><engineers>