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Benchmarking GPU pipeline stages

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Jan Mróz

Proposed by Jan Mróz

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Description

Benchmarking GPU pipeline stages is Jan Mróz's slide deck article on isolating hardware stages instead of profiling only full scenes. Benchmarks use Unity 6000.2.9 with a custom render pipeline, custom engine loop, DX12, DXC, Nsight Graphics 2022.7 and 2025.4 on RTX 3060 and GTX 1050 Ti Windows release IL2CPP builds.

The PDF slides compare fixed-function versus programmable costs across pipeline stages so later optimization articles can reference shared measurement vocabulary. Mróz links forward to shader, VFX, and editor profiling posts that apply the same isolation mindset.

Advanced graphics programmers who already capture GPU traces benefit most. Readers should treat the piece as methodology reference material rather than a tutorial on a shipped game scene.

Content is free on proceduralpixels.com with a downloadable PDF originating from a LinkedIn presentation.

The deck is referenced among Mróz readers when explaining why micro-benchmarks precede whole-frame case studies on the blog.