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Matrix instructions do of course have uses in graphics. One example of this is DLSS.

This feels backwards to me when GPUs were created largely because graphics needed lots of parallel floating point operations, a big chunk of which are matrix multiplications.

When I think of matrix multiplication in graphics I primarily think of transforms between spaces: moving vertices from object space to camera space, transforming from camera space to screen space, ... This is a big part of the math done in regular rendering and needs to be done for every visible vertex in the scene - typically in the millions in modern games.

I suppose the difference here is that DLSS is a case where you primarily do large numbers of consecutive matrix multiplications with little other logic, since it's more ANN code than graphics code.

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