I haven’t been bothered by aliasing yet, playing the 40hz quality mode. Haven’t tried KCD2!
I haven’t been bothered by aliasing yet, playing the 40hz quality mode. Haven’t tried KCD2!
Screenshot of Avatar: Frontiers of Pandora, showing bright green dense foliage in a sunny outdoor scene.
Screenshot of Avatar: Frontiers of Pandora, showing bright green dense foliage in a sunny outdoor scene.
Screenshot of Avatar: Frontiers of Pandora, showing indoor scene with realistic lighting.
Screenshot of Avatar: Frontiers of Pandora, showing bright green dense foliage in a sunny outdoor scene.
The Avatar game looks incredible, such dense foliage and gorgeous lighting.
Oh great! Ok in that case what’s happening in your issue is that it’s only sampling one of the textures, and which one is chosen depends on where the wave starts.
I bet if you put a more obvious test-texture you’d see that the “corrupt” parts are actually just the left side of the first texture.
(Based on the mastodon follow up I suspect this extension will fix your more-than-two-tiles issue)
Sorry, not very familiar with Vulkan, but yeah I think the equivalent would be doing:
texture(Tex[nonuniformEXT(index)])
Based on this: docs.vulkan.org/samples/late...
If you can’t use the extension you could also try just sampling both textures, and then choosing afterwards which one to use.
How are you sampling the textures? Almost looks like a missing NonUniformResourceIndex() if you’re dynamically choosing the texture in the pixel shader.
Particularly happy with the bottom-left book which spends 80% on vector graphics and then a small final chapter on doing graphics for the fancy new “raster” displays.
Several years next to a used-bookstore has led to this, largely unread, stack:
Our next game is Verminsteel!
You're a bird with a broadsword, kicking thousands of fascists so hard they fly into the sun
PLEASE go wishlist it, it'll make me really happy and help me stop low-key panicking and stuff: store.steampowered.com/app/4352280/... #indiegame #indiedev #gamedev
A @digitalfoundry.bsky.social callout in GPU Zen 4 :D
Is this your admission of being a secret Canadian?!
TV showing a game with a cartoon frog standing in the desert, the game is Big Hops.
Finally hooked laptop up to the TV so I can try @luckshotgames.com Big Hops properly! Great game so far!
Looking toward to trying @fabraz.bsky.social Demon Tides also, big year for 3D platformers!
My muscle memory isn’t even the default anymore… I still use right-click select cuz that was the default like 15 years ago :D
Visual Studio has “chords” like this, where you hit a few keys in a row (ctrl-k-o to swap between header and cpp).
Also I think blender does use “s x” to scale on the x-axis? Always found that really intuitive.
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
🚀 Unleash your creativity with GPU Zen 4!
📖 Dive into cutting-edge techniques from industry experts to tackle complex graphics challenges and elevate your projects.
Available now on Amazon!
📔 Standard Edition: a.co/d/0cvhJuSU
⭐️ Deluxe Edition: a.co/d/07t0MZGz
#GPUZen #GameDev
Wonderful game Jane! Just replayed it for the first time since it came out and loved it again :)
speaking of cool cheap effects: the shadow from the ceiling fan in Robo Recall is not a real shadow or even a light function or even a decal, it's a rotating translucent mesh
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Offer stands, matching Immigrant Rights donations.
I’ve made a $1000 donation to Immigrant Law Center of Minnesota.
I’ll donate up to an additional $1000 to ILCM to match any new donations to any immigrant rights charities or funds (worldwide). Just reply or DM with a screenshot.
Thanks!! :D Excited to get to work more closely with the game studios, and more “graphics” code vs. systems/drivers.
Officially started at Xbox ATG today, and my title has updated to “Senior GRAPHICS Software Engineer”, which is clearly better than a regular senior software engineer :P
I hit the button ✅😭🐸
🚨BIG HOPS is OUT NOW🚨
Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount!
#indiegames #nintendoswitch #ps5
Flying through a bit of the first level of Keeper, directly in UE Editor. It's really important that editor view match the game as much as possible for faster iteration.
In case you missed it, BIG HOPS is coming out January 12th on Steam, Switch, and PS5! #indiegames #nintendoswitch #ps5
Really fantastic visualizations here @miketuritzin.bsky.social! Love seeing this level of debug tooling.
Also iirc a lot of important work done for this got merged back to open source branches, like the D3D12 support (somewhat) required for an Xbox port to work.
As in stopped operating? Or made it closed-source? I think their argument was it has to be closed source to work within console NDAs (I do not know if this is true or not, but it wouldn’t be surprising).
Ah yeah, though maybe to be clear “Some Guy” here is the creator of Godot, so it’s probably “as official” as a for-profit spinoff can be. Iirc theres other for-profit ports by third parties, but this is the only one with at least a tangential connection to the main foundation?