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feedback loop in which the image data from a render target is reinterpreted as vertex data for the next frame

eidolon boosted
eidolon boosted

Microsoft has removed the ability to create an offline account on new Windows 10 installs unless your PC is offline. Disconnect your network / modem before installing Windows 10.

Another option is to keep trying to create the MS account with a fake phone number until it gives up and lets you create a local offline account.

Bonus tip - if you don't want to set security questions when creating an offline account: create one without a password and then set the password via the control panel after logging in.

oh i guess that's what frame graphs are for huh. task scheduling.

i've been squidward "FUUUTUUURRRE"-ing all weekend over graphics programming shit

in Vulkan, after mapping your vertex buffers to host-visible memory, you could create command buffers for each which signal fences to tell the game they're ready to draw with, and submit them on every other queue not being used for rendering. on my GPU that'd be possibly 18 parallel queues just for uploads 👀

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with modern OpenGL you might be able to use mapped buffers and fence objects to manually double-buffer chunk vertex buffers, but it would heavily depend on driver support

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my hypothesis was proven true: the main bottleneck of a minecraft-like is in uploading chunk vertex buffers to the GPU, not in generating the meshes themselves

eidolon boosted

I would be surprised if Sony continued to support the GNMX API for the PS5. Seems like raw GNM/Vulkanish is really the path forward.

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vulkan and family didn't add anything new in terms of pipeline capabilities (nvidia task and mesh shader stages notwithstanding), but they do enable these sorts of massive scale pipelines which games are going to need to hit 4k

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elaborating on this: if you're only able to draw 8 unique decals at a time, you're locking the entire G-buffer to do this draw, which means the next 8 have to wait on the previous 8, creating a serial bottleneck. instanced draw + all textures available in the pipeline = the GPU can draw all of these decal meshes on all the attachments at the same time potentially in parallel. since a single draw is exponentially more expensive at higher resolutions, the parallelization helps A LOT

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it turns out, bindless textures and unlimited descriptor sets is extremely helpful for instanced drawing, which is of course heavily used by modern games for environment detail; it means The Surge 2 can draw all of its surface decals onto the G-Buffer simultaneously in a single instanced draw call, avoiding ALL of the penalty of rebinding textures between sets of 8 unique decals

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getting some perspective on the practical benefits of vulkan is neat because it helps me understand that issue I had the other day: why are only d3d12/vulkan games reaching 4k60

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