BlogCategory: Optimization

Reducing Vulkan® API call overhead

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.

First Steps When Implementing FP16

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.

CPU Core Count Detection on Windows®

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.

Optimizing Terrain Shadows

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.