siggraph 2023 stuff is being posted, including Sebastian Aaltonen's talk, which was supposed to be very good.
I don't know this person, but it's an interesting watch
Edit: Kind of interesting. Basically saying forward rendering is better because without SSR you can save a lot of bandwidth and scale to lower end gpus. The trade off is pixel overdraw because of shading being down as quads. Kind of makes me wonder about a lot of gpus because I feel like compute is scaling faster than memory bandwidth and memory latency.
triangle visibility buffering is not considered here.
siggraph 2023 stuff is being posted, including Sebastian Aaltonen's talk, which was supposed to be very good.
Some strange things in that one.
So occupancy going up can mean performance goes down, because of that complex interplay between getting the most out of the GPU’s execution resources while balancing its ability to service memory requests and absorb them well inside its cache hierarchy. It’s such a difficult thing to influence and balance as the GPU programmer, especially on PC where the problem space spans many GPUs from many vendors, and where the choices the shader compiler stack makes to compile your shader can change between driver updates.
Alan Baker said:
- In cases where all remaining invocations in a quad are helpers, implementations may terminate the entire quad - maximal reconvergence cannot be used to require these remain live.