the dialogue in this photo is literally beyond parody
the dialogue in this photo is literally beyond parody
This is going to be the game that makes be buy a Switch 2, huh?
Did you unlock them already? How far in does that happen? I haven't had much time to play yet π
Ah yeah that makes sense. I misread the initial post and thought you were doing shading too
Can you break the rasterize and shading up into two compute passes? Maybe have the first write out a set of coords that actually need shading, plus total X/Y counts and then do an indirect dispatch for the second pass?
Zoe asked what we could do this evening. I told her the new World of Warcraft "update" came out. She got *very* excited.
So I played through the intro while she sat on my lap and called out when my health was low π₯°π₯² That's my girl!
[BLOG] A frame analysis of Dark Souls III
blog.simonrodriguez.fr/articles/202...
A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
Whatβs the resolution? If you significantly reduce their size is there an obvious performance bump across the board?
Whoops! π
Are they all the same resolution? Or are the closer ones larger?
Using discard means no early Z. If each cascade is a separate render pass, maybe try the expensive alpha testing only on the closest one or two? Shadows in the distance might not need the expensive detail?
Without alpha testing you can effectively skip the pixel shader entirely for shadows, but foliage is gonna foliage.
Are you doing shadow cascades?
Congrats!! π
Followed, of course, by β¨ Path Tracing Day β¨
Got the answer from a friend on the DirectX team. Windows 10 needs the Agility SDK to fully support bindless via ResourceDescriptorHeap. Posting here if anyone else runs into this (and/or I forget in a year).
Thanks! The shaders compile fine but the root signature failed to serialize (and didnβt report any errors).
Turns out we needed the Agility SDK in Windows 10.
Anyone know if D3D12's modern bindless tech (ResourceDescriptorHeap + _HEAP_DIRECTLY_INDEXED root sig flag) works on Windows 10? I can't find details on specific OS requirements, but my students are running into issues.
It's β¨ Ray Tracing Day β¨ once again!
Good read! "How Michael Abrash doubled Quake framerate" fabiensanglard.net/quake_asm_op...
Hey, that's the upcoming assignment I was going to use it for! π Glad it works!
This is really slick! I have something similar in concept (but not as compact) that I give to my students for certain graphics assignments but I might have to switch to this. Thanks for sharing!
State of HLSL: February 2026 www.abolishcrlf.org/2026/02/10/H...
Ohhhh yeah. It's super addictive!
Started playing around with mesh shaders and they've got me feelin' like
Figured it was time to officially cover bindless resources in my D3D12 class. I played around with it a little pre-SM6.6, but now that we can just poke around in the descriptor heap? Bonkers cool π€― So long, complicated root signatures!
No one has yet talked in depth about Mamdani's play- as in, a childlike wonder and ceaseless fun and joy. That is rooted in what he learned from his mom about acting, which is pure play. Everything he does is rooted in encouraging US to be more playful, too. It's wonderful.
Take me down to the Parallax city where the far moves slow and the near moves quickly
Every day I wake up and resist the urge to start a new Satisfactory playthrough
"Our standing rule is: If one of us brings up using GenAI in any of our work, then it's safe to assume we've been assimilated by _The Thing_ and should be burned alive by Kurt Russell." -Consultant (Game Design), Washington State
Choice quote from GDC's state of the industry report:
It's not exactly that, but there's a feed called OnlyPosts that excludes reposts and replies. It's nice to pin and swap to on days when the reposts get bonkers.