Fixing Intel's Arc Drivers: "Optimization" & How GPU Drivers Actually Work | Engineering Discussion

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In this discussion, we talk about a number of questions relating to GPU performance in gaming. Other than talking about how GPU drivers actually work, we get into what it means when a game is "compiling shaders" or is "caching shaders," what it means for a game to be "unoptimized" vs. the drivers or hardware, and more. The key goal is to define drivers and how they interact at both a hardware and software level, giving a better understanding as to what it means when Intel, NVIDIA, or AMD talk about "optimizing" performance. Likewise, this helps cover some of what it means for a game developer to have an "unoptimized" game. We're joined by Intel Engineer Tom Petersen for this discussion. If you learned from this talk, consider watching these:

Intel Animation Error discussion:    • FPS Benchmarks Are Flawed: Introducin...  
NVIDIA latency technical discussion:    • Framerate Isn't Good Enough: Latency ...  
Watch our Intel Arc 2024 revisit:    • Intel Arc 2024 Revisit & Benchmarks (...  

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TIMESTAMPS

00:00 - No One Actually Knows What "Optimization" Means
02:05 - The Driver Stack, APIs, & Basics
04:38 - Shaders & Programs
05:43 - What Does "Compiling Shaders" Mean?
06:30 - Optimizing GameDev Shaders
08:19 - Kernel Mode Driver
10:08 - Graphics Firmware & Hardware
11:18 - "OPTIMIZING" Drivers & Games
16:25 - Types of Optimization
18:30 - Future Plans
21:24 - Games Being "Unoptimized"
23:15 - Common Misconception About Drivers
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Steve Burke: Host
Tom Petersen: Guest
Video: Vitalii Makhnovets




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