Using Ryzen™ Threadripper for Game Development – optimising UE4 build times
Guest post by Sebastian Aaltonen, co-founder of Second Order. It covers optimising building the engine and asset production when using AMD Ryzen Threadripper processors.
Guest post by Sebastian Aaltonen, co-founder of Second Order. It covers optimising building the engine and asset production when using AMD Ryzen Threadripper processors.
Learn what a context roll on our GPUs is, how they apply to the pipeline and how they’re managed, and what you can do to analyse them and find out if they’re a limiting factor in the performance of your game or application.
This guest post, by Arseny Kapoulkine from Roblox, looks at the costs associated with calling various Vulkan functions tens or hundreds of thousands of times per frame, and ways to bring them down.
Half-precision (FP16) computation is a performance-enhancing GPU technology long exploited in console and mobile devices not previously used or widely available in mainstream PC development.
Due to architectural differences between Zen and our previous processor architecture, Bulldozer, developers need to take care when using the Windows® APIs for processor and core enumeration.
The AMD GCN Vulkan extensions allow developers to get access to the barycentric coordinates at the fragment-shader level.
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.
This tutorial explains how to use Radeon GPU Analyzer (RGA) to produce a live VGPR analysis report for your shaders and kernels. Basic RGA usage knowledge is assumed.
Sub DWord Addressing is a feature of the AMD GCN architecture which allows the efficient extraction of 8-bit and 16-bit values from a 32-bit register.
A guide to using the Windows Performance Analyzer tool, with a focus on video resources.
One thing which is often forgotten is shadow map rendering. As the tessellation level of the terrain is not optimized for the shadow camera, but for the primary camera, this often results in a very strong mismatch and shadow maps end up getting extremely over-tessellated.
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs.