- 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><shaders><blog><cut><device><first><game><post> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
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· <intermediate><blog><developers><download><first><game><load><shader> - Introducing WebGPU-Bench: A WebGPU Microbenchmark
Blog post introducing webgpu-bench, a WebGPU micro-benchmark suite used by Web3D Survey to measure arithmetic, memory access, operation costs, and compute strategies.
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· <code><optimization><intermediate><blog><developers><device><explains><post> - 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><shaders><intermediate><blog><aimed><amd><beyond><developer> - Implicit Surface rendering for CAD
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype…
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· <code><blog><advanced><aimed><beyond><developers><load><post> - Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 is a technical blog article by Amar Patel.
DirectX Developer Blog announcing Agility SDK…
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· <code><shaders><intermediate><blog><agility><aimed><announcing><beyond> - Partial Graphics Programs
Partial Graphics Programs is a technical blog article by Nada Ouf.
DirectX Developer Blog detailing Partial Graphics Programs in Agility SDK 1.721-preview: split pipeline…
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· <code><shaders><blog><advanced><agility><aimed><beyond><developer> - Floor and Ceil Versus Denormals on CPU and GPU
Floor and Ceil Versus Denormals on CPU and GPU is a technical blog article by Adam Sawicki.
Blog examining how floor and ceil behave on subnormal floats when platforms preserve…
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· <code><shaders><blog><advanced><aimed><amd><beyond><device> - 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><blog><advanced><driver><first><gpus><post> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
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· <code><optimization><blog><advanced><developers><driver><post><time> - 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…
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· <code><optimization><blog><advanced><aimed><amd><post><rdna> - Introducing AMD GI-1.2 with multibounce indirect real-time rendering
Introducing AMD GI-1.2 with multibounce indirect real-time rendering is a November 2025 AMD GPUOpen article by Erica Tjernell and Matthew Oliver announcing GI-1.2 and Capsaicin…
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· <code><optimization><blog><advanced><amd><announcing><download><first> - Notes about VK_EXT_custom_resolve
Notes about VK_EXT_custom_resolve is a November 2025 Geek Blight blog post by Ricardo Garcia on Vulkan shader-driven multisample resolve, tied to Igalia work around the Steam…
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· <code><optimization><blog><advanced><driver><explains><gpus><post> - All Sources of DirectX 12 Documentation
All Sources of DirectX 12 Documentation is a November 2025 Adam Sawicki blog post mapping where official Direct3D 12 and HLSL documentation lives across Microsoft sites.
It…
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· <code><intermediate><blog><advanced><agility><developer><load><post> - Introducing the Vulkan Drivers Tab
Introducing the Vulkan Drivers Tab is a LunarG blog post on a new Drivers section in the Vulkan Configurator (vkconfig) shipped with Vulkan SDK 1.4.328.0.
It covers adding…
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· <code><intermediate><blog><developers><device><driver><post><sdk> - 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><shaders><blog><advanced><amd><driver><explains> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
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· <code><intermediate><blog><aimed><developers><first><post><sdk> - 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.
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· <code><optimization><blog><advanced><amd><developers><device><download> - Ten Years of D3D12
Ten Years of D3D12 is a September 2025 long-form blog post by Matt Pettineo (MJP) reflecting on a decade of Direct3D 12 API and HLSL changes since the Windows 10 launch.
It…
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· <code><optimization><shaders><blog><advanced><beyond><launch><post> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
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· <code><optimization><shaders><advanced><aimed><developers><public><time>