- Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
A Microsoft DirectX Developer Blog post by Bill Kristiansen introducing preview Fence Barriers (Tier-1) in Agility SDK 1.719-preview as an Enhanced Barriers extension for…
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· <code><optimization><advanced><blog><aimed><fences><gpu><programmers> - Multiple Frames In Flight // Vulkan For Beginners #24
[video] Multiple Frames In Flight // Vulkan For Beginners #24 is a free YouTube tutorial by OGLDEV on overlapping CPU and GPU work in Vulkan so the application is not stalled by…
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· <code><optimization><after><covers><fences><fps><gpu><queue> - This many points is surely out of scope!
This many points is surely out of scope is an August 2025 blog post by Aras Pranckevičius on upgrading Blender video sequencer scopes and measuring dense GPU point rendering.
It…
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· <code><optimization><advanced><blog><covers><engine><fps><gains> - The Art Of Packing Data
The Art Of Packing Data is a long technical blog post by redorav on The Code Corsair.
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· <code><optimization><blog><binary><covers><engine><gpu><programmers> - Vulkan WORM
Vulkan WORM is a technical talk by Timothy Lattis on the Neokineogfx channel presenting Write Once, Read Many as a frame-scoped GPU memory model for simpler Vulkan compute and…
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· <code><optimization><advanced><after><covers><engine><gpu><heavy> - AMD GPU-Initiated I/O
AMD GPU-Initiated I/O is a March 2026 systems blog post by Abdelhadi exploring direct AMD GPU to NVMe communication instead of CPU-driven storage I/O.
It explains NVMe queues…
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· <code><optimization><advanced><blog><covers><driven><gpu><programmers> - 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…
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· <code><optimization><advanced><blog><consumer><covers><gpu><occupancy> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
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· <code><optimization><blog><after><aimed><engine><gpu><timeline> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
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· <code><optimization><advanced><driven><engine><gpu><programmers><radeon> - RE ENGINE Meshlet Rendering Pipeline
This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter…
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· <code><optimization><advanced><aimed><covers><driven><engine><gpu> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel.
Digital Foundry sponsored interview with IO…
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· <code><optimization><aimed><covers><engine><fps><gpu><programmers> - GPU memory management in AnKi
AnKi 3D Engine blog post on how GPU memory management evolved from custom VkDeviceMemory suballocation through GPU-driven rendering and a render-graph to placed/committed…
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· <code><optimization><advanced><blog><driven><engine><gpu><programmers> - 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><advanced><blog><aimed><covers><gpu><programmers> - 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><advanced><blog><attachments><covers><driven><engine> - 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><covers><engine><programmers><radeon> - 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><covers><gpu><programmers><resources><via> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
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· <code><advanced><blog><covers><gpu><measured><programmers><uavs> - AMD and Microsoft partner on DirectX ML, DirectStorage, and developer tools at GDC 2026
AMD GPUOpen blog post by Alexander Blake-Davies and Joe Rozek summarizing Microsoft GDC 2026 DirectX announcements and AMD's planned Radeon and tool-suite support.
It covers…
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· <code><blog><aimed><covers><engine><gpu><programmers><radeon> - From OpenGL to Vulkan
Short conceptual guide comparing OpenGL habits with Vulkan's explicit model, based on porting a basic engine.
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· <code><blog><aimed><covers><engine><programmers><synchronization><vulkan> - New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine
New Vulkan Game Engine Tutorial: Build Your Own Production-Ready Rendering Engine is a Khronos Vulkan Working Group blog post announcing Building a Simple Game Engine, a tutorial…
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· <code><blog><engine><gpu><resources><semaphores><timeline><vulkan>