Triangles Are Precious - Let's Treat Them With Care the presentation explains the stages a triangle is passing through while being processed for rendering

starts with a brief look at the software layers

provides more details on lower-level hardware layers

OS Variable Refresh Rate Windows Version 1903 adds a new variable refresh rate option

enable VRR in older D3D11 games if the hardware supports it

3D Game Rendering 101 beginner level explanation of the rendering pipeline for games

explains how game worlds are defined, and models are converted into something that can be seen on the screen

Pipeline Management explains what a Vulkan pipeline cache is, why developers want to use it

presents best-practices

Advances in Rendering, Graphics Research and Video Game Production keynote from I3D presenting the challenges modern open world games such as FarCry need to solve

presents an in-depth case study for Multiscattering BRDFs & Area Lights

research investigation, implementation combinations with other techniques

Dynamic Diffuse Global Illumination Part I part 1 of article series about Global Illumination

overview of terms and concepts required to understand Global Illumination solutions

Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields a paper about Dynamic Diffuse Global Illumination solution

builds on the terms explained in the previous article

presents an overview of the problems the technique tries to solve

provides implementation details

Tips and Tricks: Vulkan Dos and Don’ts collection of best practices and pitfalls when using Vulkan on Nvidia hardware

many of the guidelines should apply to other hardware manufacturers too

Visualizing Warping Strategies for Sampling Environment Map Lights the article presents a comparison between two different sampling strategies for environment maps

tested on three environment maps with very different characteristics

optimising a aaa vulkan title on desktop presents an overview of what requirements need to be met on AMD to enable color compression on render targets

and what causes DCC to be disabled

look at barriers and copy queue usage

Make Your Game Friendly for Graphics Debugging and Optimization presentation with a collection of options and debug modes that help with debugging

provide a safe mode to disable optimizations and use API validation layers

overview of tools available and APIS to add more debug information

Thanks to Max R.R. Collada for support of this series.

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