GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases where the CPU could bottleneck a game’s performance. Short of running the game’s logic on the GPU, I see the pinnacle of GPU-driven rendering as a scenario in which the CPU sends the GPU only the new frame’s camera information…
]]>When it comes to game application performance, GPU-driven rendering enables better scalability for handling large virtual scenes. Direct3D 12 (D3D12) introduces work graphs as a programming paradigm that enables the GPU to generate work for itself on the fly. For an introduction to work graphs, see Advancing GPU-Driven Rendering with Work Graphs in Direct3D 12. This post features a Direct3D…
]]>This post covers best practices for command buffers on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see all Advanced API Performance tips. Command buffers are the main mechanism for sending commands from the CPU to be executed on the GPU. By following the best practices listed in this post, you can achieve performance gains on both the CPU and the GPU by…
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