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Improving VR with NVIDIA’s Foveated Rendering1:21

Improving VR with NVIDIA’s Foveated Rendering

110K views • 10 years ago
NVIDIA
A one-minute NVIDIA research demo of foveated rendering for VR using SMI eye tracking. It renders at full detail only where the eye is looking, matching the physiology of human vision.
Rendering Tiny Glades With Entirely Too Much Ray Marching59:20

Rendering Tiny Glades With Entirely Too Much Ray Marching

108K views • 1 year ago
Graphics Programming Conference
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.
AWS re:Invent 2017: How Netflix Tunes Amazon EC2 Instances for Performance (CMP325)56:55

AWS re:Invent 2017: How Netflix Tunes Amazon EC2 Instances for Performance (CMP325)

18K views • 8 years ago
Amazon Web Services
A Netflix performance engineer presents how Netflix tunes EC2 instances, covering instance type choice, Xen modes, SR-IOV and kernel tuning. The goal is near bare-metal performance in the cloud.
React.js Conf 2015 - Hype!31:17

React.js Conf 2015 - Hype!

108K views • 11 years ago
Meta Developers
Ryan Florence's React.js Conf 2015 talk pushes React into unusual use cases, including a demo comparing rendering in React, Ember and Angular.
CppCon 2014: Chandler Carruth "Efficiency with Algorithms, Performance with Data Structures"1:13:41

CppCon 2014: Chandler Carruth "Efficiency with Algorithms, Performance with Data Structures"

235K views • 12 years ago
CppCon
Chandler Carruth's CppCon 2014 talk on writing fast C++, explaining why data structure choice and memory layout matter more than clever algorithms. It covers why standard containers like unordered_map perform poorly on modern CPUs.
Refterm v2 - Resource usage, binary splat, glyph sizing, and more29:51

Refterm v2 - Resource usage, binary splat, glyph sizing, and more

68K views • 5 years ago
Molly Rocket
Casey Muratori follows up his refterm proof-of-concept, a GPU-based terminal renderer, with a second part covering memory usage, glyph sizing and correct Unicode and VT handling. It is built to show that a terminal can be fast and correct without heroic effort.
High Performance Web Sites and YSlow1:00:34

High Performance Web Sites and YSlow

90K views • 18 years ago
Google TechTalks
A Google Tech Talk on Yahoo's 14 rules for faster web pages and the YSlow tool. It covers front-end practices like avoiding @import and fixing ETags, with live analysis of popular sites.
C++Now 2018: You Can Do Better than std::unordered_map: New Improvements to Hash Table Performance1:30:53

C++Now 2018: You Can Do Better than std::unordered_map: New Improvements to Hash Table Performance

63K views • 8 years ago
CppNow
Malte Skarupke's C++Now 2018 talk on hash table performance, explaining why std::unordered_map is slow and memory hungry and presenting faster designs, including his bytell hash map.
Plenary: Performance Matters - Emery Berger - CppCon 20201:01:09

Plenary: Performance Matters - Emery Berger - CppCon 2020

32K views • 6 years ago
CppCon
Emery Berger's CppCon 2020 plenary on why performance is hard on modern hardware after the end of Dennard scaling. It covers benchmarking pitfalls and introduces new profiling tools for finding real bottlenecks.
"Clean" Code, Horrible Performance22:41

"Clean" Code, Horrible Performance

1.2M views • 3 years ago
Molly Rocket
Casey Muratori shows how typical 'clean code' object-oriented patterns can cost large factors in performance. He benchmarks them against simpler data-oriented code.
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 243:13

Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2

29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.
A Deep Dive into Nanite Virtualized Geometry1:10:00

A Deep Dive into Nanite Virtualized Geometry

278K views • 5 years ago
SIGGRAPH Advances in Real-Time Rendering
Brian Karis's SIGGRAPH 2021 talk explains how Unreal Engine 5's Nanite virtualized geometry works. It covers mesh import, the data structures, streaming, decompression, culling, software and hardware rasterization, and shading.
"Performance Matters" by Emery Berger42:15

"Performance Matters" by Emery Berger

502K views • 7 years ago
Strange Loop Conference
Emery Berger explains why performance is hard to measure and deliver on modern hardware, showing how code layout and alignment can swamp optimization effects. He presents Stabilizer for statistically sound evaluation and Coz, a causal profiler.
FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)18:20

FIXING the ENTIRE SM64 Source Code (INSANE N64 performance)

3.2M views • 4 years ago
Kaze Emanuar
Kaze Emanuar explains how he rewrote and optimized the Super Mario 64 source code so it runs far faster on real N64 hardware. He covers performance bottlenecks and fixes in detail for his ROM hacks.
Simple Code, High Performance2:50:14

Simple Code, High Performance

463K views • 5 years ago
Molly Rocket
Casey Muratori's University of Twente guest lecture is a case study in how straightforward code can cut thousands of lines and tens of seconds of runtime down to a few dozen lines running in under a second. It uses concrete examples to show why software is often an order of magnitude slower than it should be.
Progressive Performance (Chrome Dev Summit 2016)35:42

Progressive Performance (Chrome Dev Summit 2016)

34K views • 9 years ago
Chrome for Developers
Alex Russell's Chrome Dev Summit 2016 talk on building web experiences that work on slow, flaky networks and low-power devices. It argues developers should focus on the performance of real-world mobile hardware rather than desktop machines.
"Performance (Really) Matters" with Emery Berger1:04:48

"Performance (Really) Matters" with Emery Berger

7K views • 6 years ago
Association for Computing Machinery (ACM)
Emery Berger argues that performance is hard to measure and deliver on modern systems, showing how code layout and link order can swamp optimization effects. He presents tools that evaluate performance more reliably.
Dan Abramov: Beyond React 16 | JSConf Iceland33:25

Dan Abramov: Beyond React 16 | JSConf Iceland

139K views • 8 years ago
JSConf
Dan Abramov's JSConf Iceland talk on what came after React 16, with live-coded prototypes of async rendering and time slicing. It previews the ideas that became concurrent mode and suspense.
CppCon 2015: Chandler Carruth "Tuning C++: Benchmarks, and CPUs, and Compilers! Oh My!"1:29:54

CppCon 2015: Chandler Carruth "Tuning C++: Benchmarks, and CPUs, and Compilers! Oh My!"

188K views • 11 years ago
CppCon
Chandler Carruth walks through tuning C++ performance, from writing benchmarks to analyzing results on real CPUs and compilers. It focuses on small-scale problems such as loop kernels, data structures and algorithms, and on keeping compilers from optimizing benchmarks away.
A Crash Course in Modern Hardware by Cliff Click59:21

A Crash Course in Modern Hardware by Cliff Click

21K views • 9 years ago
Devoxx
Cliff Click walks through a small performance example on a modern out-of-order CPU. He covers pipelining, ILP, CISC vs RISC, multicore, and why cache misses and the memory subsystem dominate performance.
Speed Up Your JavaScript56:23

Speed Up Your JavaScript

136K views • 17 years ago
Google TechTalks
A 2009 Google Tech Talk by Nicholas Zakas on the hidden performance pitfalls of JavaScript. It covers what is fast and slow in the language and how to avoid common bottlenecks.
The Truth about Rust/WebAssembly Performance29:47

The Truth about Rust/WebAssembly Performance

218K views • 3 years ago
Greg Johnston
Leptos creator Greg Johnston examines Rust/WebAssembly frontend frameworks against JavaScript frameworks using the JS framework benchmark. He argues that WASM is no longer too slow for DOM-heavy rendering.
Fastest browser engine by far at 500 FPS! Servo Webrender - CSS on the GPU part 1: Rust15:00

Fastest browser engine by far at 500 FPS! Servo Webrender - CSS on the GPU part 1: Rust

19K views • 10 years ago
𝓖𝓷𝓸𝓶𝓮💫𝓢𝓪𝓷𝓮
An excerpt from a Bay Area Rust meetup on Servo's WebRender, which renders CSS display lists on the GPU at very high frame rates. It explains the approach and demos rendering at around 500 FPS.
Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed11:03

Resident Evil Village PC DRM: Cracked Code Really Does Run Better - Confirmed

197K views • 5 years ago
Digital Foundry
Digital Foundry investigates why Resident Evil Village on PC runs worse with Capcom's Denuvo DRM than a cracked version. They benchmark and confirm performance and frame-pacing differences.
CppCon 2016: Chandler Carruth “High Performance Code 201: Hybrid Data Structures"55:49

CppCon 2016: Chandler Carruth “High Performance Code 201: Hybrid Data Structures"

119K views • 10 years ago
CppCon
Chandler Carruth's CppCon 2016 talk on designing hybrid data structures for performance. He covers cache locality, working-set size and allocation overhead, and why standard C++ containers fall short.
Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]7:43

Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]

4.4M views • 15 years ago
Axiom Holographics
Euclideon's 2011 technology preview of Unlimited Detail, a rendering approach claiming unlimited geometric detail in real time via point-cloud style data. The company promised more to come while keeping most work secret.
Chrome vs Firefox vs Safari vs Servo WebRender0:14

Chrome vs Firefox vs Safari vs Servo WebRender

121K views • 10 years ago
Jake Archibald
A short side-by-side recording by Jake Archibald of the same animation demo running in Chrome, Firefox, Safari and Servo WebRender nightlies on a 60Hz display. It shows the smoothness difference of GPU-based rendering.
[EPILEPSY WARNING] How fast should an unoptimized terminal run?51:04

[EPILEPSY WARNING] How fast should an unoptimized terminal run?

193K views • 5 years ago
Molly Rocket
Casey Muratori shows how fast a terminal renderer can run, building a simple reference renderer that handles Unicode and colored text far quicker than Windows Terminal. He argues that common excuses for slow terminals do not hold up.
Creating a Doom-style 3D engine in C18:50

Creating a Doom-style 3D engine in C

991K views • 11 years ago
Bisqwit
Bisqwit builds a Doom or Duke Nukem 3D style software-rendered 3D engine in C from scratch, supporting non-Euclidean geometry. It covers vector rotation and portal rendering with sped-up, tool-assisted coding.
CppCon 2017: Carl Cook “When a Microsecond Is an Eternity: High Performance Trading Systems in C++”1:00:07

CppCon 2017: Carl Cook “When a Microsecond Is an Eternity: High Performance Trading Systems in C++”

357K views • 9 years ago
CppCon
Optiver's Carl Cook explains how to build high-frequency trading systems in C++, where the critical path runs rarely but must be extremely fast. He covers techniques for low and predictable latency, including avoiding main memory and cache misses.
Twitter and Visual Studio Rant38:20

Twitter and Visual Studio Rant

158K views • 6 years ago
Molly Rocket
Casey Muratori responds on-stream to a dismissive Twitter post by demonstrating how slow Visual Studio's startup and debugger watch window are, comparing it to much older software and machines. It is a long rant about software performance and bloat.
High-performance Tree Wrangling, the APL Way // Aaron Hsu // Dyalog '1830:37

High-performance Tree Wrangling, the APL Way // Aaron Hsu // Dyalog '18

6K views • 7 years ago
Dyalog User Meetings
Aaron Hsu shows how to manipulate and transform tree data in APL using arrays and inverted tables instead of pointers. He claims much smaller code, better performance and easier parallelisation.
Dan Tepfer: NPR Music Tiny Desk Concert18:27

Dan Tepfer: NPR Music Tiny Desk Concert

133K views • 7 years ago
NPR Music
A Tiny Desk concert in which pianist Dan Tepfer plays with a Disklavier player piano driven by a program he wrote that responds to his playing. He performs four pieces from his Natural Machines project.
React.js Conf 2015 - Beyond the DOM: How Netflix plans to enhance your television experience25:55

React.js Conf 2015 - Beyond the DOM: How Netflix plans to enhance your television experience

26K views • 11 years ago
Meta Developers
Jafar Husain of Netflix explains at React.js Conf 2015 how Netflix runs React-style rendering without the DOM on smart TVs and game consoles. It uses a canvas-like API for performance.
Destiny's Multithreaded Rendering Architecture1:06:37

Destiny's Multithreaded Rendering Architecture

45K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.
Piano Phase (solo) - First solo performance ever14:59

Piano Phase (solo) - First solo performance ever

767K views • 15 years ago
Rob Kovacs
A solo performance of Steve Reich's Piano Phase, with one pianist playing both parts, recorded in 2004 with Reich in attendance. It is a 15-minute minimalist phasing piece.
Breaking the 1000ms Time to Glass Mobile Barrier45:49

Breaking the 1000ms Time to Glass Mobile Barrier

104K views • 13 years ago
InfoQ
Ilya Grigorik of Google's Make the Web Fast team explains how to build a mobile site that appears on screen within one second. He covers the network and rendering constraints on mobile.
The Who - Won't Get Fooled Again (Shepperton Studios / 1978)9:10

The Who - Won't Get Fooled Again (Shepperton Studios / 1978)

27.4M views • 7 years ago
TheWhoVEVO
The Who performing Won't Get Fooled Again at Shepperton Studios in 1978, filmed for The Kids Are Alright. It was Keith Moon's last performance with the band.
CppCon 2014: Mike Acton "Data-Oriented Design and C++"1:27:46

CppCon 2014: Mike Acton "Data-Oriented Design and C++"

862K views • 12 years ago
CppCon
Mike Acton of Insomniac Games argues that a program's purpose is transforming data, and shows how common C++ approaches work against that in performance-critical game development. He covers cache behavior, data layout and the limits of compilers.
Alex Evans at Umbra Ignite 2015: Learning From Failure30:46

Alex Evans at Umbra Ignite 2015: Learning From Failure

68K views • 11 years ago
Media Molecule
Media Molecule's Alex Evans recounts the journey, including the failures, of finding the Dreams engine, based on his Siggraph 2015 talk. It covers the signed-distance-field and splat-based rendering approach and the artistic goals behind it.