ShutUp & Yadovit
Ever wonder how the GPU can keep up with all those shaders in a high‑end game?
Yeah, the GPU is just a bunch of cheap, identical cores that all run the same shader code in parallel. Every frame gets split into thousands of tiny tasks that sit in a pipeline—fetch, execute, write. The trick is that each core is cheap enough that you can put dozens or hundreds of them on a chip, so even a complex shader gets enough workers to finish in time. So it’s not a mystical thing; it’s sheer parallelism and clever scheduling.
Sounds right, just a massive parallel farm crunching shaders. If you want the next level, look at low‑level APIs like Vulkan or DirectX 12. Keep hacking.
Sure, because nothing beats another layer of abstraction and a manual driver tweak for every little slowdown.
Fine, just keep tinkering if it helps you win.
Sure, debugging at two a.m. on a dying GPU is my idea of a good time.
Yeah, the deeper the clock, the clearer the bugs. Keep at it.