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External · NVIDIA · Optimization

Path Tracing Optimization in Indiana Jones

MachineGames and NVIDIA cut GPU time on Indiana Jones and the Great Circle's main path-tracing pass by 24% — by shrinking ray-tracing live-state from 222 to 84 bytes per thread. Removing one redundant loop and demoting a float4 to half4 did it, guided by Nsight GPU Trace. A precise, reproducible deep-dive into Shader Execution Reordering.

Original source

Engine

Unreal Engine / Custom

Platforms

Web

Polygon budget

—

FPS target

—

Overview

MachineGames and NVIDIA cut GPU time on Indiana Jones and the Great Circle's main path-tracing pass by 24% — by shrinking ray-tracing live-state from 222 to 84 bytes per thread. Removing one redundant loop and demoting a float4 to half4 did it, guided by Nsight GPU Trace. A precise, reproducible deep-dive into Shader Execution Reordering.

Credits

  • External · NVIDIA
  • MachineGames + NVIDIA
  • Category: Optimization
  • Engine: Unreal Engine / Custom
  • Platforms

  • Web