- 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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· <code><advanced><blog><bandwidth><explain><gpu><know><post> - How sparse resources helped my GPU-driven renderer memory usage
Blog post by Zino on using D3D12 sparse (tiled/reserved) resources to manage large persistent buffers in a GPU-driven renderer.
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· <code><optimization><advanced><blog><already><gpu><memory><post> - What happens when a GPU writes memory
Follow-up microarchitecture post that traces an RTX 4090 STG.E global store through the SM, coalescer, L1, TLB, crossbar, L2, and DRAM.
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· <code><optimization><advanced><blog><finn><behavior><crossbar><dram> - New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture
New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture is a technical blog article by Chris Hesik.
AMD GPUOpen…
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· <optimization><blog><detail><level><post><technical><tracing><want> - Writing a bindless GPU abstraction layer
Writing a bindless GPU abstraction layer is a technical blog article by Kevin Gibson.
Blog post by Kevin Gibson describing Loon GPU, an experimental bindless C++ GPU abstraction…
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· <code><advanced><blog><detail><gpu><hardware><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…
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· <code><optimization><advanced><blog><detail><gpu><path><post> - Behind the Pretty Frames: PRAGMATA
Behind the Pretty Frames: PRAGMATA is a technical blog article by Muhammad.
GPU-capture frame breakdown of Capcom PRAGMATA on RE Engine under D3D12, tracing the render graph…
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· <code><optimization><advanced><blog><detail><gpu><post><readers> - 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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· <code><optimization><advanced><blog><already><bandwidth><global><know> - How Michael Abrash doubled Quake framerate
How Michael Abrash doubled Quake framerate is a technical archaeology article by Fabien Sanglard rebuilding WinQuake with and without Abrash's assembly to test Carmack's claim…
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· <code><optimization><blog><hardware><know><level><post><readers> - 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…
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· <code><optimization><blog><already><level><microbenchmarks><path><post> - Vulkan memory barriers and image layouts explained
Vulkan memory barriers and image layouts explained is a long RasterGrid technical article by Daniel Rakos clarifying pipeline barriers, memory visibility, and image layout…
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· <code><optimization><advanced><blog><already><behavior><deep><hardware> - 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…
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· <code><optimization><advanced><blog><already><behavior><know><path> - 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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· <code><optimization><advanced><blog><cuda><gpu><hardware><know> - Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder is a November 2025 Khronos blog by NVIDIA engineers…
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· <code><optimization><advanced><blog><already><hardware><know><path> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
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· <code><advanced><blog><already><know><path><post><rtx> - 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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· <code><optimization><advanced><coalescing><gpu><hardware><memory><rtx> - Coding This is Us
Coding This is Us is a November 2025 post by Guillaume Boisse on graphics techniques used in the Revision 2025 PC demo This is Us, published on his personal graphics blog.
It…
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· <code><optimization><advanced><blog><deep><gpu><hardware><path> - Inline vs Pipeline Ray Tracing
Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as…
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· <code><optimization><advanced><blog><hardware><know><post><readers> - Bindless Oriented Graphics Programming
Bindless Oriented Graphics Programming is a technical blog post by Alex Tardif on alextardif.com.
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· <code><optimization><advanced><blog><already><gpu><path><post> - A case for learning GPU programming with a compute-first mindset
A case for learning GPU programming with a compute-first mindset is a 2025 blog essay on Maister Graphics Adventures arguing that new GPU programmers should learn compute,…
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· <code><optimization><blog><already><gpu><know><level><post>