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Industry breakdown · 2 min · 10/9/2026
Indiana Jones: 24% Faster Path Tracing
How MachineGames and NVIDIA cut GPU time on the Indiana Jones and the Great Circle path-tracing pass by 24% by shrinking live state from 222 to 84 bytes.
What happened
MachineGames and NVIDIA cut GPU time on the main path-tracing pass in Indiana Jones and the Great Circle by 24%. They shrank ray-tracing live state from 222 to 84 bytes per thread by removing one redundant loop and demoting a float4 to half4, guided by Nsight GPU Trace and Shader Execution Reordering.
Why it worked
- Measurement came first: GPU trace data pointed at live state as the bottleneck.
- The fix was small and targeted, not a rewrite.
- Lower precision was used only where it did not show on screen.
What we'd take into a client project
- Profile with a GPU trace tool before optimising; guesses about shader cost are often wrong.
- Check register pressure and live state in heavy shaders, not only instruction counts.
- Keep before and after captures for every optimisation so gains can be checked after later changes.
Related
Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.