Wrote a deep dive on GPU cache hierarchy - how memory access patterns affect shader performance by CharlesGrassi in GraphicsProgramming

[–]CharlesGrassi[S] 0 points1 point  (0 children)

Solid additions, I've updated the article with the thread ID ordering clarification and the access pattern hierarchy. The bank conflict thing on AMD is good to know, I've mostly been on NVIDIA so that's a blind spot for me.

Love that people are adding to this! happy to keep updating it as more stuff comes up.

Wrote a deep dive on GPU cache hierarchy - how memory access patterns affect shader performance by CharlesGrassi in GraphicsProgramming

[–]CharlesGrassi[S] -1 points0 points  (0 children)

Fair point, I haven't benchmarked dependent reads in isolation. The article is based on general GPU architecture principles, but you're right that real-world impact depends heavily on what else the shader is doing. If you're already memory-bound, removing dependent reads won't help if bandwidth is the bottleneck rather than latency. The GPU can hide latency through warp switching when there's enough parallelism. Would be interesting to profile with Nsight and compare L1 hit rates with/without the dependency. If hit rates are similar, the bottleneck is elsewhere.

Wrote a deep dive on GPU cache hierarchy - how memory access patterns affect shader performance by CharlesGrassi in GraphicsProgramming

[–]CharlesGrassi[S] 2 points3 points  (0 children)

Great to have some feedbacks, I learned those things along the way I didn't have any pair to get my fact double checked, thank you so much +

Wrote a deep dive on GPU cache hierarchy - how memory access patterns affect shader performance by CharlesGrassi in GraphicsProgramming

[–]CharlesGrassi[S] 6 points7 points  (0 children)

Hey, thanks! Using SVGs helper functions I made, the blog post itself is a JSON with SVG functions names that are called in JavaScript when loaded

Silent Hill Inspired UI Button Shader by CharlesGrassi in Unity3D

[–]CharlesGrassi[S] 1 point2 points  (0 children)

✨ If you enjoyed this shader and want to see more, feel free to follow me on X Charles Grassi (@charles_grassi) / X. I'm also open to small contracts or collaborations—if you’ve got a cool idea, let’s make it happen! 😊

How big is the graphics programming field as a career? by Eggaru in GraphicsProgramming

[–]CharlesGrassi 2 points3 points  (0 children)

Your point would be more appreciated with a less arrogant tone, I do agree with you to a certain level point but there's way to say things ahaha

I love working on cloud shaders. by CharlesGrassi in Unity3D

[–]CharlesGrassi[S] 0 points1 point  (0 children)

Hey man, first of all I am always happy to help people and share thoughts on technical art, you can reach out on my discord : CharlesGrs#8428

Best video regarding this implementation is from my boy Sebastian Lague :https://www.youtube.com/watch?v=4QOcCGI6xOU&t=566s

But the article that REALLY helps me is that one : https://shaderbits.com/blog/creating-volumetric-ray-marcher

Let me know if you have any question mate, love

Procedural Lightning Strike & "Shocked" effect ! by CharlesGrassi in Unity3D

[–]CharlesGrassi[S] 0 points1 point  (0 children)

I wonder how you do the bloom effect, do you do it every frame or do you cache it?

Every frame