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ataylor

@ataylor@mastodon.gamedev.place

Graphics programmer.

Trans lesbian. Math geek. Coaster enthusiast.
🏳️‍⚧️🏳️‍🌈 she/her

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ataylor, to random
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New toy.

Sat down with it “just to make sure it works”, and 45m later I think this is my new favorite dirt pedal. Goes from clean boost to borderline fuzz? Very cool range.

ataylor, to random
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I got curious and checked: I got my first guitar (a not-great Ibanez starter loaned from a friend) in July of 2009.

Apparently I've been playing for 15 years? You'd think I'd be better at it.

ataylor,
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Also this was post-high school and that makes me feel really fuckin' old.

longbool, to random
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R9B9G9E5 support for render targets and UAVs
https://devblogs.microsoft.com/directx/agility-sdk-1-614-0/

Pour one out for R11G11B10

ataylor,
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@longbool Yeeessssssssssss.

You could already use this for deferred lighting by doing the output conversion manually, but it'll be really nice not to have to anymore.

ataylor, to random
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My callouses have returned and I have been playing so much guitar the past few days.

Dunno if this is helping my burnout or not but having something to do away from the computer is really nice.

ataylor, to random
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Hmm. For some reason I expected stochastic transparency would converge to correct results with enough temporal accumulation and/or a good reconstruction filter. It does not.

(“Correct” here being physical transmission, so the translucency only affects the diffuse/refraction term.)

ataylor,
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The problem is that discarding entire sample points results in both the diffuse and specular terms fading.

In theory you could resolve this by scaling the specular term to compensate? So, if you have an alpha of 0.25, specular needs to be scaled by 4 to produce the correct result after accumulation.

Which means finding a place for that alpha in your gbuffer, if you’re doing this in a deferred renderer.

ataylor, to random
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I’ve been slacking on my guitar practice lately, so trying to do better.

I no longer have callouses. I forgot how much it hurts to play with soft fingers. Ack.

ataylor,
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Reddit is full of shit when it comes to cleaning fretboards, btw. You don’t need special stuff. Can scrape the worst of the gunk off with a guitar pick, then wipe the rest with a damp cloth.

It does take forever though.

ataylor, to random
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When your cube generation code is perfect:

ataylor, to random
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@lhinderberger gestures at the current state of the games industry

Yeah, that bit's the problem.

ataylor, to random
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Apparently the new thing in resume writing is needing to convince a shitty version of ChatGPT that you're worth interviewing.

This is truly the worst timeline.

ataylor, to random
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Decided to give Fallout 76 another try.

From the instant I left the vault until I stopped for the night two hours later, some level 92 rando followed me, triggering all the ambushes, clearing all the combat for me, and just generally being a 'helpful' nuisance.

I guess I just don't get MMOs, but that really isn't a great experience, IMO.

ataylor,
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Positives: it's a very pretty game. It can actually render the vistas it sets up, which is nice.

Having grown up in the Shenandoah Valley, the environment here feels familiar in a way the other games in the series don't.

I just wish I could pay to play it offline instead of as an MMO.

ataylor, to random
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New achievement unlocked: full blackout on i305. Just totally clocked out for the first third of the ride. That is a weird, scary feeling.

I think I get why people like it, but that is 100% Not My Jam.

aeva, (edited ) to random
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what is your favorite rgba channel?

ataylor,
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@aeva I have a least favorite. It is alpha. There are so many ways to fuck up an alpha channel and artists will find all of them.

ataylor,
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@aeva (glaring at photoshop and its default nonlinear alpha blending, for one.)

demofox, to random
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Oh boy. I can now say there is a new family of noise textures dropping at i3d in a month that is higher quality than spatiotemporal blue noise, generalizes to arbitrary spatial and temporal filters, and we show significant benefit under motion/disoclusion with temporal filtering/reprojection for real time.
It was a collaborative effort between the 4 of us, but William Donnelly really knocked it out of the park, deriving a well motivated loss function, making it possible.
More details to come!

ataylor,
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@demofox 👀

ataylor, to random
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Just got an alert for an earthquake in NJ that happened two hours ago.

Maybe just a bit late on the draw there folks.

ataylor, to random
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Hot take: if clearing snow from streets was handled in the same bullshit “individual responsibility” way that clearing sidewalks is, there’d be riots.

bitinn, (edited ) to random
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Question about performance:

On mobile GPU, Is it sufficient to use an if branch to skip unnecessary discard? Or should I be extra safe and use a shader variant? If I use a branch, is passing a uniform at runtime ok?

ataylor,
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@bitinn In my experience (shipped a game on iOS where almost all draws could optionally discard): do a shader variant. Discards break tilers and the decision seems to be based on if the instruction exists in the shader, not whether it is executed.

ataylor,
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@bitinn the branch is not the expensive part. The presence of discard breaks hidden surface removal (because the GPU can’t/won’t make assumptions about the shader execution—even uniform paths in the shader.) If you have a lot of geometry hitting this “could discard but doesn’t” path, it can be a huge performance problem.

ataylor, to random
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Maintenance is doing something loud on the roof, and tossing stuff off into a dumpster on the street below.

NGL, making me just a bit anxious.

ataylor,
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Just gonna say: throwing chunks of sheet metal off a four-story building is maybe not the safest of activities, actually?

froyok, to random
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I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

ataylor,
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@froyok Congrats, looks great!

Every time I start a new renderer project I tell myself I'll write it to support multiple views up front, and every single time I end up not doing that.

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