- 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><based><buffer><compute><covers><free> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <blog><based><cover><expected><free><post><programmers><technical> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
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· <blog><aimed><based><free><inspired><know><page><post> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
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· <blog><buffer><free><post><shader><type><useful><without> - The Unity Library (Stelabouras)
Stelabouras Unity Library (unity.stelabouras.com) is a curated searchable index of Unity tutorials, tools, creators, and graphics resources aggregated for quick discovery.
Commu
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· <blog><free><know><map><page><post><shader><technical> - Youtube > Sebastian Lague
Sebastian Lague’s YouTube channel explores programming and graphics topics - procedural generation, pathfinding, ray marching, and game dev experiments - often in Unity but concept
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· <blog><compute><debugging><free><gpu><post><shader><systems> - 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><based><covers><know><programmers><shader> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
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· <code><tool><aimed><based><building><covers><integration><large> - meshoptimizer - v1.2
meshoptimizer - v1.2 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.2 release notes introducing experimental MikkTSpace-based tangent frame generation,…
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· <code><optimization><advanced><aimed><amd><based><covers><experimental> - 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><amd><gpu><large><post> - Advanced Shader Delivery expands Public Preview with AMD
DirectX Developer Blog post announcing Advanced Shader Delivery (ASD) expanding public preview to Windows 11 PCs with AMD RDNA GPUs, beyond the ROG Xbox Ally handhelds.
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· <code><optimization><blog><advanced><aimed><amd><post><rdna> - Micropolygon Rendering in Anvil
Micropolygon Rendering in Anvil is a recorded talk by Lionel Berenguier, Jack Minnetian, presented at GDC Vault.
GDC Vault talk on Ubisoft's Micropolygon virtualized geometry…
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· <code><optimization><advanced><aimed><building><gpu><programmers><systems> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault.
GDC Vault talk by Aaron Scherzinger (Ubisoft…
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· <code><optimization><advanced><aimed><gpu><large><programmers><technical> - An interpreter for HLSL that can run shader code on the CPU.
An interpreter for HLSL that can run shader code on the CPU.
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· <code><aimed><experimental><gpu><programmers><shader><submission><useful> - Real-Time Neural Network Implementation for GPUs
Real-Time Neural Network Implementation for GPUs is an open-source library / codebase hosted on GitHub.
Open-source companion code for the GPU Zen 4 chapter on real-time neural…
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· <code><advanced><aimed><based><gpu><programmers><shader><submission> - meshoptimizer - v1.1
meshoptimizer - v1.1 is an open-source library / codebase hosted on GitHub.
meshoptimizer v1.1 release adding experimental meshlet topology compression with a fast CPU decoder…
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· <code><optimization><advanced><aimed><compute><experimental><programmers><shader> - 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><tool><advanced><aimed><free><gpu><programmers><useful> - 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><abdelhadi><amd><amdgpu><concepts> - 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><amd><buffer><free> - RenderDoc - Version v1.43
GitHub release notes for RenderDoc version v1.43 by baldurk, covering a new custom annotations API plus UI, API, and bugfix updates.
Highlights include rich typed annotations on…
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