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Available Quote by Mark Cerny

“If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, something like opaque shadow map rendering doesn't even use a pixel shader, it's entirely done by vertex shaders and the rasterization hardware - so…” quote by Mark Cerny
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“If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, something like opaque shadow map rendering doesn't even use a pixel shader, it's entirely done by vertex shaders and the rasterization hardware - so graphics aren't using most of the 1.8 teraflops of ALU available in the CUs. Times like that during the game frame are an opportunity to say, 'Okay, all that compute you wanted to do, turn it up to 11 now.'”

Mark Cerny

About This Quote

Source Talk: GDC 2022, 2022

Unused GPU capacity during rendering can be repurposed for extra visual effects, boosting performance when needed.

In simple terms: Idle graphics power can be used for extra effects.

Key Takeaway

Leverage spare compute for enhancements.

Themes

performance efficiency graphics resource management optimization

Mood

technical analytical optimistic

Type

technical educational strategic

When to use this quote

  • game engine design
  • dynamic scaling
  • visual effects pipelines
  • hardware profiling

Key Concepts

computer architecture real‑time rendering parallel processing

Questions to Reflect On

  • When is it safe to increase compute?
  • How to balance quality and resource use?
A Different Perspective

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