Jiho Choi – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2023-10-02T05:00:56Z http://www.open-lab.net/blog/feed/ Jiho Choi <![CDATA[Advanced API Performance: Barriers]]> http://www.open-lab.net/blog/?p=33064 2023-10-02T05:00:56Z 2021-10-22T23:49:00Z This post covers best practices for barriers on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see all Advanced API Performance...]]>

This post covers best practices for barriers on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see all Advanced API Performance tips. For the best performance on our hardware, here’s what you should and shouldn’t do when you’re using barriers with DX12 or Vulkan. This is updated from DX12 Do’s And Don’ts.

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Jiho Choi <![CDATA[Tips: Acceleration Structure Compaction]]> http://www.open-lab.net/blog/?p=31830 2023-07-27T19:56:16Z 2021-05-20T18:56:34Z In ray tracing, more geometries can reside in the GPU memory than with the rasterization approach because rays may hit the geometries out of the view frustum....]]>

In ray tracing, more geometries can reside in the GPU memory than with the rasterization approach because rays may hit the geometries out of the view frustum. You can let the GPU compact acceleration structures to save memory usage. For some games, compaction reduces the memory footprint for a bottom-level acceleration structure (BLAS) by at least 50%. BLASes usually take more GPU memory than top…

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