This new GPU trick just made games 1.64x faster

One of the biggest drawbacks with the way games currently render 3D scenes is that there’s still a surprising amount of back and forth communication required between the CPU and GPU. This overhead can slow down graphics card processing in a multitude of ways. However, a new technique demonstrated by AMD has managed to massively reduce this, boosting performance by 1.64x with without any extra processing power required.

The technique was demonstrated on an AMD Radeon RX 7900 XTX, the best graphics card you can currently buy for workloads without ray tracing, but this technique doesn’t require such a high-end GPU. As such, it could see performance increases in many games for a multitude of GPUs.

This breakthrough concerns the fact that in many workloads, you may have an initial calculation done on the GPU that then determines that some subsequent work also needs doing on the GPU. However, in the existing GPU workload setup, this subsequent work needs to be triggered by the CPU, so a little round trip is required from the GPU to the CPU and back again (often using the ExecuteIndirect command in DirectX’s D3D12). This is both inefficient and slow, relative to the GPU simply being able to handle the whole process itself.

An initial workaround for this was proposed a few years ago, with a setup called work graphs. Work graphs allow a developer to define a whole interrelated framework of possible functions and next steps such that the GPU knows which function to perform next without having to go to the CPU.

Today’s demo, then, is an extension of work graphs called mesh nodes. As AMD’s, Matthäus Chajdas, puts it in the AMD OpenGPU blog, “Mesh nodes … allow a work graph to feed directly into a mesh shader, turning the work graph itself into an amplification shader on steroids.”

Didn’t understand all that? Well, in essence it allows for those clever work graph frameworks to directly trigger mesh shaders, which are the programs used to generate in-game terrain on the fly. It’s quite a specific use case of the work graph setup but AMD demonstrates its power with a demo that procedurally generates hundreds of elements (such as the ivy shown above – left is with less generated, right is with more), all using a single initial dispatch call to the GPU. As a result, in this demo AMD could measure that the traditionally ExecuteIndirect method was 1.64x slower than the mesh nodes system. You can see the video demo on AMD’s blog linked above.

amd mesh node work graph GDC demo 02

What does all this mean for current and future games? Well, it’s just one more technique developers can call upon to try and eke out more performance from our games. It’s not really clear just how much a technique like this would affect outright frame rate but by freeing up system resources in general – and CPU resources specifically – there’s potential for performance to improve thanks to other system bottlenecks being released.

  • Related Posts

    무료 스포츠중계 사이트 모바일에서도 잘 보이나요?

    무료 스포츠중계 사이트 모바일에서도 스포츠 팬들에게 온라인으로 실시간 경기를 시청하는 것은 중요한 즐거움입니다. 특히 무료 스포츠중계 사이트 비용 부담 없이 다양한 경기를 제공하기 때문에 많은 사람들이 이용합니다. 하지만 최근 많은…

    스포츠중계 화질은 어떻게 설정하나요?

    스포츠중계 화질은 어떻게 스포츠 경기를 시청할 때 몰입도를 결정짓는 가장 중요한 요소 중 하나는 바로 화질입니다. 그래서 많은 사람들이 “스포츠중계 화질은 어떻게 설정하나요?”라는 질문을 자주 합니다. 화면이 선명하지 않으면 선수의…

    Leave a Reply

    Your email address will not be published. Required fields are marked *

    You Missed

    When should I seek legal advice for Workplace discrimination?

    • By admin
    • July 2, 2026
    • 34 views

    What is included in an adversarial assessment?

    • By admin
    • May 29, 2026
    • 50 views

    How can I win an unjust dismissal Canada case?

    • By admin
    • May 4, 2026
    • 47 views

    웹사이트 검색누락 키워드 넣어야 하나요?

    • By admin
    • April 21, 2026
    • 52 views

    좌석 종류는 강남달토가 다양한 편이야?

    • By admin
    • April 2, 2026
    • 46 views

    강남 가라오케 낮에도 열어요?

    • By admin
    • March 23, 2026
    • 57 views