gpu blueprint · texbench
What textures cost, and how GPUs order their pixels.
Texture reads in every ReShade format and filter, lookup tables, caches, render target writes, blending and pass states, measured on real cards with GPU Blueprint's TexBench.
Costs are in fma units (1.0 = one fused multiply-add at full rate) on top of the shader math around each read, measured as throughput, so they compare directly with the cost models. Writes are in GB/s (higher is better), blending and pass states in ms per full-screen pass at 3840 x 2160.
Findings: do this, not that
Loading ...
Compare the cards
A few telling numbers side by side. Cost in fma units, lower is better.
One card in detail
Pixel shader order, every card
TexBench numbers every pixel of a full-screen draw in the order it ran. Colour runs from first (blue) to last (red); the close-up shows the blocks of pixels shaded together (one warp or wave).