How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
In this tutorial, we will give an in-depth presentation of the architecture and micro-architecture of the media and graphics accelerator. We will explain the tradeoff between general purpose compute and hardware fixed functions. We will discuss the advantages and disadvantages of on-die integration. We will present the various programming models that are supported. We will present some...
Discover some of the helpful tips and tricks for optimizing your next Unity* title. Find links to development guides, videos, and samples!
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While getting my hands dirty with OpenVINO™ and UP2 on the Edge, I got