Advancing GPU-Driven Rendering with Work Graphs in Direct3D 12

GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases…

GPU-driven rendering has long been a major goal for many game applications. It enables better scalability for handling large virtual scenes and reduces cases where the CPU could bottleneck a game’s performance. Short of running the game’s logic on the GPU, I see the pinnacle of GPU-driven rendering as a scenario in which the CPU sends the GPU only the new frame’s camera information…

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