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A solid example of how to perform performance analysis on modern GPUs and video games.
DirectX programmers (and GPU programmers of all kinds) probably should use this article as a template for thinking about GPU-performance in relationship to a greater task.
You search to find the “slowest shader”, you analyze it and its parallelism to see if its adequate. You hone in and perform deeper analysis. I guess a programmer goes one step further and needs to think of a solution / improvement though (rather than “just” benchmarking).
But this style of analysis is very useful and helpful in the optimization process.
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so many alts