Deferred Path Tracing By Enscape
Insights from Enscape as to how they designed a renderer that produces path traced real time global illumination and can also converge to offline rendered image quality.
Insights from Enscape as to how they designed a renderer that produces path traced real time global illumination and can also converge to offline rendered image quality.
Sebastian Aaltonen, co-founder of Second Order Ltd, talks about how to optimize GPU occupancy and resource usage of compute shaders that use large thread groups.
Croteam’s Karlo Jez writes about AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library.
This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team.
This guest post by Croteam’s Karlo Jez gives a detailed look at how Affinity Multi-GPU support was added to their game engine.
The final instalment in Tamas Rabel’s insight into developing the Total War engine looks at Multi-GPU.
Tamas Rabel talks about how Total War: Warhammer utilized asynchronous compute to extract some extra GPU performance in DirectX® 12 and delves into the process of moving some of the passes in the engine to asynchronous compute pipelines.
Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought Total War to DirectX® 12.
Tamas Rabel from Creative Assembly discusses how performance was measured with the Total War Engine.
Tamas Rabel, Lead Graphics Programmer on the Total War series provides a detailed look at the Total War renderer as well as digging deep into some of the optimizations that the team at Creative Assembly did for the brilliant, Total War: Warhammer.
This article explains how to produce Hsaco from assembly code and also takes a closer look at some new features of the GCN architecture.