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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.