's Avatar

@nielsbishere.bsky.social

8 Followers  |  43 Following  |  8 Posts  |  Joined: 22.01.2025  |  1.4515

Latest posts by nielsbishere.bsky.social on Bluesky

State of GPU Hardware (End of Year 2025)

I wrote a blog post describing state of GPU market and what does it mean for support of new GPU features
asawicki.info/articles/sta...
Thanks to @asawicki.info for letting me publish on his blog

29.12.2025 14:16 β€” πŸ‘ 41    πŸ” 13    πŸ’¬ 0    πŸ“Œ 1

That's true, you can force scalarization like that, but that requires you to know that trick which not everyone knows. I only learned this recently

19.12.2025 16:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

By default would be a performance degradation on some vendors, you wouldn't want that. That's why they opted for it. But I think it'd have been better if instead of the value deciding it, there would be a function loading from the array (e.g. myDescriptors.nonUniform(123))

19.12.2025 13:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

(Also, just in case it seems like the raytracing pipelines are redundant or removing them would only cause 30% perf decrease on amd; the more divergent your shaders and resources, the more it impacts. I've seen it get 3x-12x slower because of it)

19.12.2025 13:08 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

There's also a little typo in
```cpp
while (running)
`
```
Guessing it should be a curly

Other than that a lot of valid points and important stuff that needs to be fixed definitely and doesn't touch on the mess that shaders are right now which would make this even longer :^) good stuff

19.12.2025 13:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Inline vs Pipeline Ray Tracing | Evolve What is the difference between inline and pipeline ray tracing and which is faster?

(www.evolvebenchmark.com/blog-posts/i...)

No2 They patched this tho, but in the classic vulkan way where it's not always available :^) so you need a fallback if it's not available

19.12.2025 13:03 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

No1 One thing that is important is that the RT pipelines as they are today do allow more efficient scheduling, something hard to do with inline RT (though maybe not entirely impossible). Which we couldn't have with intrinsics only. I've seen this matter a lot on AMD and ofc on Lovelace with SER

19.12.2025 13:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Also a few inaccuracies:
Some notes on the following (1/N):
> We recently got more intrinsics: .. I am hoping that this is the new direction...

> However, there’s a design flaw in Vulkan: You have to create your texture/buffer object first. Then you can ask .. compatible with the new resource..

19.12.2025 13:01 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

They used gigi as a way to prototype and said thanks

18.11.2025 19:35 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@nielsbishere is following 20 prominent accounts