- the video continues meshlet implementation and looks at task shader performance on AMD hardware
- starts with an overview of the technique implementation and presents the performance problem encountered using the AMD profiler
- explains how the driver implements task shaders and what causes the performance issue by patching the Linux drivers
- From there, implement a solution that uses compute shaders to cull meshlets instead of using task shaders
- presents performance and memory comparison against the native task shader solution
- the document explains how vkd3d-proton decides to emulate Vulkan Workgraphs using ExecuteIndirect
- discusses different trade-offs and design decisions made
- presents how the implementation compares against native implementations on both Nvidia and AMD
- many workloads are currently more efficient using this emulation code path than the native driver version
- the article describes how to use the native Metal rendering API for Apple Vision devices
- explains how to interact with the OS for Variable Rate Rasterization based on eye positions, interact with projection matrix
- shows different techniques exposed to render meshes to the two-eye views
- presents how to structure the rendering frame architecture to reduce latency
- the article announces the release of Work Graphs as experimental Vulkan extensions
- provides links to the headers, spec, and code samples, as well as compiler support
- additionally provides a list of current limitations
- the article introduces the new features in Reshape, a tool for instrumentation of GPU operations with instruction level validation of potentially undefined behavior
- explains in detail what AMD Waterfall’ing is, how the tool can detect NonUniformResourceIndex usage
- updates to per-byte and pixel resource usage, as well as placed resource initialization
- the blog post presents two mathematical methods to scale points along a direction
- the first method uses matrix operations, and the second uses dot products
- the tutorial series on Vulkan continues by implementing Graphics Pipeline objects
- presents the C++ code changes and Vulkan changes required
- closes with a first triangle being drawn to the screen
- the video provides a comparison of different upscaling techniques for Ratchet and Clank Rift Apart
- tries to match the PC and PS5 Pro rendering quality as closely as possible
- compares the PS5 Pro upscaler technique against the AMD and Nvidia upscalers on PC
Thanks to Eric Haines for support of this series.
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