Got my first game credit!!!
Got my first game credit!!!
www.youtube.com/watch?v=SV-n...
While I certainly wouldn't recommend open source tools, this is an otherwise excellent talk on basic FPGA GPUs, and the amazing things you can do with a modest board. Really great to see other people doing talks like this, and I really hope it inspires more people
Taster image of trees and sky, from the Work Graphs presentation by AMD at GDC 2025 Advanced Graphics Summit.
Join us & the Microsoft DirectX12 team at #GDC2025 for exciting sessions that push the boundaries of #gamedev ๐ ๏ธ
๐ 2.40pm today: our in-depth look at how Work Graphs are redefining GPU programmability!
๐ Learn more about all the DirectX sessions: devblogs.microsoft.com/directx/dire...
I feel the need to shout out this awesome D3D12 feature table that a few people from the DirectX discord put together: d3d12infodb.boolka.dev/FeatureTable...
Signal boosting from last week
gpuopen.com/learn/work-g...
Provides a great introduction to GPU work graphs.
Black cat lying down ontop of a cat tower
Black cat staring down ontop of a cat tower
Gecko pictures for your timeline.
You're welcome :)
Having ever delved into raytracing in any form in d3d12 before, but quite happy that inline is so much easier to perform than the standard dxr pipeline.
Basic compute inline raytracing implemented.
Next jumping onto compute shader execution using work graphs.
Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/20...
Nice summary of occupancy as a way to hide mem latency, but it is not the only (and sometimes not the best) way. Helping the compiler to add more instructions between the mem read issue and the data use by for eg partially unrolling a loop might help as well (from gpu-primitives-course.github.io)
hello bluesky