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.
Engine
Unreal Engine / Custom
Platforms
Web
Polygon budget
—
FPS target
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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.