Something Something, 256-wide compute shader groups run efficiently on all IHV GPUs
Nvidia have this weird situation where 512 or 768 invocation wide workgroups will get you optimal occupancy despite max size being 1024 because some archs are weird and have 1536 max co-resident.
Something Something, 256-wide compute shader groups run efficiently on all IHV GPUs
Nvidia have this weird situation where 512 or 768 invocation wide workgroups will get you optimal occupancy despite max size being 1024 because some archs are weird and have 1536 max co-resident.
Slides from my SIGGRAPH 2025 / CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
advances.realtimerendering.com/s2025/index.ht…
6K Followers 171 FollowingAll things related to LightingEngine, for DS2/DS3 , Discord: https://t.co/xh2VucdO6H , Kofi : https://t.co/fCg2VaGW3r
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Views and opinions are my own, not NVIDIA's.
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