State of GPU Hardware (End of Year 2025)
- Auto-discovered
Dmytro Bulatov
Visit resource ↗Description
State of GPU Hardware (End of Year 2025) is a guest blog article by Dmytro Bulatov (Boolka) on asawicki.info. The URL is one market-and-feature analysis post for Direct3D 12 developers.
It covers Steam Hardware Survey and D3d12infoDB data for late 2025, architecture market share, active driver support by vendor, and guidance for DXR, Shader Models 6.5 through 6.8, mesh shaders, and related D3D12 features. Sections discuss fallbacks versus raising minimums, feature overlap, driver and pricing trends, and example minimum-spec strategies.
It is for intermediate to advanced custom-engine programmers choosing D3D12 feature floors and Agility SDK targets. The post notes commercial-engine users have less control over these choices.
Access is a free HTML article with tables and architecture matrices. No login is required.
The post is useful for weighing audience loss against API features when setting 2025-era D3D12 minimums from public survey and capability data.
Related resources
- Custom Renderer Features (Cyanilux)
Long-form Cyanilux guide to URP ScriptableRendererFeature and ScriptableRenderPass code: example effects, RTHandle setup, blit paths, and Unity 6 Render Graph notes.
100% match · <code><blog><custom><example><features><free><notes><one> - Intro to the Shader Pipeline (Cyanilux)
Introductory Cyanilux blog post on Unity meshes, shader stages, render pipelines, materials, C# property setup, batching, and forward versus deferred paths.
100% match · <code><blog><data><free><mesh><post><related><shader> - Vertex Displacement (Cyanilux)
Vertex Displacement is a free Cyanilux blog tutorial (updated Jan 2023) on moving vertices in Unity Shader Graph, part of the site URP breakdown collection. It covers vertex versus fragment stages on the Master Stack, Object-space scale and offset with Time animation, and fragment-only node limits.
100% match · <intermediate><blog><data><developers><free><info><post><shader> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match · <intermediate><blog><access><article><discuss><example><free><post> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs. It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects. Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match · <blog><access><article><developers><free><gpu><models><programmers> - Alexander Ameye
's blog at ameye.dev (alexanderameye.github.io) is a static Eleventy site documenting Unity graphics engineering experiments. Sixteen indexed notes explain URP scriptable render passes, Shader Graph stylized water, realtime caustics, cavity and halftone effects, hemisphere sampling, holographic cards, and several outline methods.
100% match · <intermediate><blog><access><article><free><programmers><related><shader> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF. One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion. The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match · <intermediate><blog><access><article><free><one><post><programmers> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match · <code><blog><access><advanced><article><covers><free><mesh> - Physically Based Values for CG Artists
Rows cover metals, dielectrics, organics, and fluids with sRGB swatches and numeric F0/reflectance fields suited to Substance, Blender, or engine neutral workflows.
100% match · <intermediate><blog><access><api><article><data><free><info> - Andicraft GitHub - Particle Wrapping
Andicraft GitHub gist shares a particle wrapping utility snippet - HLSL/C# oriented notes for controlling particles when they cross volume boundaries in Unity VFX workflows. Gis
100% match · <intermediate><access><blog><developers><free><notes><shader><share> - Andicraft GitHub - VolumetricFog-URP2022
Andicraft’s VolumetricFog-URP2022 repository implements a URP-compatible volumetric fog effect for Unity 2022-era pipelines, with sample scene and shader/renderer setup. Documen
100% match · <intermediate><access><blog><developers><feature><free><shader><support> - 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.
100% match · <code><optimization><intermediate><blog><access><data><developers><post> - Vulkan Hardware Database Quick Filters
Blog post about replacing the Vulkan Hardware Database global pre-filters with in-place quick filters on every view.
100% match · <code><intermediate><blog><api><covers><data><developers><feature> - Advanced Vulkan Compute: The Power of Parallelism
Introduction to the Khronos Advanced Vulkan Compute tutorial series for developers past basic compute shaders.
100% match · <code><optimization><advanced><architecture><data><developers><gpu><matrices> - Vulkan Ecosystem and SDK Survey - February 2026
Vulkan Ecosystem and SDK Survey - February 2026 is a SurveyMonkey collector link whose listing title identifies it as a February 2026 Vulkan ecosystem and SDK survey. The page…
100% match · <code><access><developers><free><public><sdk><state><survey> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
100% match · <intermediate><blog><against><article><covers><free><notes><post> - Your First Shader | Unity Shader Code Basics 01
Your First Shader | Unity Shader Code Basics 01 is a beginner YouTube tutorial by Daniel Ilett that writes a Unity 6 URP unlit Hello World shader from an empty file in ShaderLab…
100% match · <code><covers><free><mesh><one><required><shader><shaders> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits. It…
100% match · <code><intermediate><blog><covers><developers><features><free><gpu> - SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events
SIGGRAPH 2025 Materials Now Available: Recordings and Resources from Our Events is a Slang project blog post by Shannon Woods announcing public recordings and downloads from…
100% match · <code><blog><access><advanced><audience><covers><example><free> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
100% match · <code><advanced><control><covers><data><free><programmers><useful>