This article builds upon the earlier High Performance Queries: GPU vs. PLINQ vs. LINQ and ports this to also support OpenCL devices and adds benchmarking so you can easily compare performance.
Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
Some ad hoc performance test results for a simple program written in C# as obtained from my current desktop computer: Dell Precision T3600, 16GB RAM, Intel Xeon E5-2665 0 @ 2.40GHz, NVidia GTX Titan.
Writing massively parallel Windows software in C++ that takes full advantage of the processing power found in the video cards of today’s gaming computers.
Since Microsoft launched its Mixed Reality program, initially with the business focused HoloLens program, a lot of interest has been garnered for the experiences it has generated, especially with most of its game focused demos.