- 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><course><expensive><mainly><performance><real><shaders><shadows> - niagara: Opacity micromaps
niagara: Opacity micromaps is a free YouTube video on the Arseny Kapoulkine channel, a session in Arseny Kapoulkine's Niagara live coding series.
Niagara series livestream by…
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· <code><alpha><geometry><khr><micromap><micromaps><opacity><performance> - D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
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· <code><optimization><alpha><geometry><micro><micromaps><opacity><ray> - 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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· <code><intermediate><course><geometry><ray><real><runs><shaders> - SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering
SIGGRAPH 2025: Hands-on Vulkan Ray Tracing with Dynamic Rendering is a free multi-chapter Vulkan Documentation Project course that adds hybrid ray tracing to a Vulkan…
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· <code><intermediate><course><alpha><chapter><geometry><khr><khronos> - REAC 2025 RE ENGINE Meshlet Rendering Pipeline
A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds.
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· <code><optimization><alpha><geometry><hit><ray><shaders><shadows> - Inside Mesa 26.0's RADV RT improvements
Inside Mesa 26.0's RADV RT improvements is a January 2026 technical blog post by pixelcluster on Mesa RADV Vulkan ray-tracing work for AMD GPUs.
It focuses on RT pipeline…
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· <code><optimization><any><hit><performance><ray><shaders><work> - 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><explains><hit><khronos><performance><ray><work> - 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><any><explains><hit><ray><shaders><triangles> - REAC 2025 Introduction to the conference
A YouTube opening talk for REAC 2025 by Natalya Tatarchuk, CTO at Activision and co-founder of the Rendering Engine Architecture Conference.
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· <code><explains><geometry><performance><real><shaders><shadows><work> - The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards is a recorded talk published on the NVIDIA developer channel channel.
NVIDIA GDC 2026 talk on…
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· <code><optimization><chapter><micromaps><opacity><performance><real><traced> - 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><performance><ray><real><traced><work><world> - Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025
Avowed: A GPU Technical Retrospective is a recorded Unreal Fest Orlando 2025 talk by Matt Campbell, lead graphics engineer at Obsidian Entertainment, on GPU work for the shipped…
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· <code><optimization><foliage><performance><ray><traced><work><world> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG).
HPG talk by Shannon Woods (NVIDIA / Khronos…
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· <code><intermediate><chapter><khronos><performance><real><shaders><work> - Per Texel Lighting
Per Texel Lighting is a February 2026 technical blog post by Joshua Martinez explaining a Unity project that lights and shadows objects per texture texel instead of per…
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· <code><intermediate><ray><real><shaders><shadows><triangles><world> - RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
Ray Tracing the World of Assassin's Creed Shadows is a SIGGRAPH 2025 Advances in Real-Time Rendering talk by Luc Leblanc and Melino Conte of Ubisoft's Anvil lighting and…
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· <code><performance><ray><real><shadows><traced><world> - Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
[video] Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P.
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· <code><alpha><explains><foliage><geometry><real><shaders> - 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><chapter><performance><ray><real><work><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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· <code><optimization><intermediate><course><expensive><explains><micro><performance> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
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· <code><optimization><hit><ray><real><shadows><traced>