Performance Tweets Series: Rendering and Optimizations

Direct3D® 12 and Vulkan™ significantly reduce CPU overhead and provide new tools to better use the GPU. For instance, one common use case for the …

Performance Tweets Series: Shaders, Threading, Compiling

Welcome back to our performance & optimization series. Today, we’ll be looking more closely at shaders. On the surface, it may look as if they …

Performance Tweets series: Barriers, fences, synchronization

Welcome back to our DX12 series! Let’s dive into one of the hottest topics right away: synchronization, that is, barriers and fences! Barriers A barrier is …