olej Nenávist Oblázek gpu bound protáhnout se Vulgarita Dohoda
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Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp
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Shadow of the Tomb Raider benchmark | Page 3 | TechPowerUp Forums
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Shadow of the Tomb Raider benchmark | Page 5 | TechPowerUp Forums
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Sebastian Aaltonen on Twitter: "Let's discuss frame overlap strategies, latencies and buffering resources. We allow "user land" (=sim) direct access to persistently mapped GPU buffer pointers. It's crucial that we don't stomp