- What happens when a GPU reads memory
Deep technical blog post by Fergus Finn tracing a CUDA global load (LDG) on an RTX 4090 from warp issue through coalescing, L1/TLB, crossbar, L2, and DRAM.
100% match
· <code><optimization><advanced><blog><finn><behavior><crossbar><dram> - Variable sized work
Technical blog post by Brian Karis on Graphic Rants about distributing variable-sized GPU work from Nanite tessellation when TessFactors or SplitFactors are far below their maxima.
92% match
· <code><optimization><advanced><blog><global><gpu><memory><post> - Writing to Compressed Textures in Metal
Writing to Compressed Textures in Metal is a technical blog article by Ignacio Castaño.
Technical post on emulating compressed-texture writes on Metal by placing a BC texture…
79% match
· <code><optimization><advanced><blog><gpu><path><post><store> - Learning About GPUs Through Measuring Memory Bandwidth
Learning About GPUs Through Measuring Memory Bandwidth is a Traverse Research / Evolve blog article by Manon Oomen on designing microbenchmarks that isolate GPU load and store…
79% match
· <code><optimization><advanced><blog><gpu><memory><post><rtx> - CUDA Ray Tracing 2x Faster Than RTX: My CUDA Ray Tracing Journey
This is a long-form technical blog post by Karim Sayed documenting a CUDA path tracer based on Ray Tracing in One Weekend and comparing it with GPSnoopy's RayTracingInVulkan RTX…
79% match
· <code><optimization><advanced><blog><earlier><memory><path><post> - Blackwell: Nvidia’s Massive GPU
This is a June 2025 Chips and Cheese architecture deep dive by Chester Lam measuring Nvidia's largest consumer Blackwell GPU, focused on GB202 configurations such as the RTX PRO…
79% match
· <code><optimization><advanced><blog><behavior><gpu><memory><post> - REAC 2025 Dragon Age: The Veilguard - GI, RT, Character Creator and other systems
This is a REAC 2025 conference talk video by Navjot Garg, Kleber Garcia, and Darrin Stewart about architectural choices for global illumination, ray tracing, and the character…
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· <code><advanced><follow><global><gpu><level><memory> - 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,…
67% match
· <code><optimization><advanced><blog><experiments><gpu><level><timing> - 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…
67% match
· <code><optimization><advanced><blog><global><memory><post><walkthrough> - 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.
67% match
· <code><optimization><advanced><blog><path><post><rtx><traces> - Realtime Raytracing in Bevy 0.18 (Solari)
Realtime Raytracing in Bevy 0.18 (Solari) is a December 2025 development post by jms55 on quality and performance work for Solari, Bevy's dynamic ray-traced lighting path planned…
67% match
· <code><optimization><advanced><blog><behavior><cycle><path><post> - 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…
67% match
· <code><optimization><advanced><blog><gpu><level><memory><post> - AMD GPU Debugger
AMD GPU Debugger is a December 2025 technical blog post by Abdelhadi on building an AMD GPU debugger outside ROCm, inspired by Marcell Kiss and limited tools such as rocgdb.
It…
67% match
· <code><optimization><advanced><blog><gpu><path><post><writes> - Shader Execution Reordering Benchmarked
Shader Execution Reordering Benchmarked is a November 2025 Evolve blog post by Hannes Vernooij measuring SER in DirectX Raytracing Tier 1.2 and Shader Model 6.9.
It summarizes…
67% match
· <code><optimization><advanced><blog><behavior><path><post><rtx> - Efficiently sorting gigabytes: the Deferred Merge Sort
Efficiently sorting gigabytes: the Deferred Merge Sort is a Superluminal engineering post by Jelle van der Beek on timestamp-ordering huge profiler capture streams with bounded…
67% match
· <code><optimization><advanced><blog><global><memory><path><post> - The performance impact of vertex shader exports
The performance impact of vertex shader exports is a September 2025 Interplay of Light blog post by Kostas Anagnostou measuring how many float4 attributes passed from vertex to…
67% match
· <code><optimization><advanced><blog><behavior><gpu><post><rtx> - ONNX and DirectML execution provider guide - part 1
This AMD GPUOpen technical article by Hui Zhang is part 1 of a guide to using the ONNX Runtime DirectML execution provider with a native DirectX 12 pipeline.
67% match
· <code><optimization><advanced><blog><gpu><level><path><post> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
65% match
· <blog><earlier><experiments><follow><global><level> - Even Faster asin() Was Staring Right At Me
Even Faster asin() Was Staring Right At Me is a March 2026 follow-up blog post on 16BPP.net that further optimizes a Cg-style arcsine polynomial approximation for CPU ray…
65% match
· <code><optimization><blog><follow><level><path><post> - 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…
65% match
· <code><optimization><advanced><gpu><memory><rtx><writes>