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longbool

@longbool@mastodon.gamedev.place

Lead Graphics Programmer @ ZeniMax Online
Blog: https://alextardif.com/eden.html

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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

longbool,
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@ataylor yeah supports blending too, pretty damn happy

demofox, to random
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For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
I hope you enjoy it!
https://www.youtube.com/watch?v=tethAU66xaA

A slide showing how random numbers which are positively correlated on the screen give correlated resulting renders, uncorrelated random numbers give uncorrelated renders, and negative correlation random numbers give negatively correlated renders. Negatively correlated renders have the best perceptual quality, despite all three having the same actual error.

longbool,
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@demofox Alan this is an amazing and approachable talk, thank you 🙂

longbool, to random
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Sick to my stomach.

longbool,
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@demofox layoffs :(

c0de517e, to random
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Registration for REAC 2024 is now open! Check our page to see the amazing speaker lineup we have this year! https://enginearchitecture.org/2024.htm - and please share!

longbool,
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@c0de517e that lineup is crazy, can't wait

longbool, to random
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New post! How to Compact Acceleration Structures in D3D12

https://alextardif.com/Compaction.html

longbool,
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@castano @TheIneQuation Yes thanks! Seems like a note worth me adding to the post when I get the chance :-)

bitinn, to gamedev
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Hi folks, a while back on here we had a discussion on how games budget their frame time (ie. how much ms each feature should cost), I would like to revive that discussion, specifically a few questions, in AAA game space:

  • how do you compromise between different features?

  • besides past experience, what data do you use to justify the compromise?

  • who are usually in charge of this balancing on a team?

longbool,
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@bitinn
-When limits are hit you can present cost tradeoffs between features and let design/art leadership decide what is most important to the title. You can offer advice but at a certain point it becomes an entirely creative decision.

-Past experience helps, you can also simulate examples of the different trades to provide a better (even visual) picture of what it can look/perform like

-It helps if a representative from each major group is involved, preferably someone enthusiastic

longbool,
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@bitinn For the particle example, pick a hard upper bound that you know can be comfortably simulated/rendered in (roughly) the frame budget you imagine it having out of your total frame budget.

Then when someone inevitably hits that limit and brings it up, then you have a concrete place to begin the above meaningful discussion. Otherwise I feel like we can theorize forever about different situations

longbool,
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@bitinn I agree, it is genuinely difficult! I wonder how possible it even is, early in a project, when people are still figuring out how they want to work and the "game" itself is still being figured out (sequels and stuff aside)

longbool, to random
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longbool, to random
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NOTimothyLottes, to random
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One unfortunate part of being included in latest round of Unity layoffs is that STP likely will stay at it's current pre-release beta state:

https://raw.githubusercontent.com/Unity-Technologies/Graphics/master/Packages/com.unity.render-pipelines.core/Runtime/STP/Stp.hlsl

No way for me to finish up the polish that all TAAs need as they get included in real content.

If you look at the amazing work NVIDIA did in the evolution of DLSS2 from first release to today, probably get a good idea of what I'm talking about.

longbool,
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@NOTimothyLottes Any chance you'll get to talk about it some day? I feel like your insight would be significant for people like me to learn from.

Tangent but I learned so much from your VDR Color Pipelines talk. Went down that rabbit hole for a year and came out much better for it. Thank you for that :-)

longbool, to random
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I also wrote a silly post on why I don't like Low/Medium/High/Ultra graphics settings names and propose an alternative (that already exists) that I want to ship going forward: https://alextardif.com/GraphicsSettings.html

longbool, to random
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Today was a good day. Put up a code review for the biggest perf optimization I've ever written :D (at least in terms of ms saved)

In the end wasn't anything fancy, just object-oriented -> data-oriented change, cache efficiency is bonkers, go figure.

Better engineers would've gotten it right the first time, but I appreciated the OO up to this point for carrying me along until I knew what I actually needed to do with the data.

benoitvimont, to random French
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longbool,
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@benoitvimont Congratulations! I've been looking forward to it. Are you able to talk about the work you did for this? 🙂

gpuopen, to Amd
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🎵 On the first day of Gamesmas, my sent to me ...

... the first release of ! 🎵

🎁 With a bonus gift of a plugin 🎁

https://gpuopen.com/fsr3-source-available/?utm_source=mastodon&utm_medium=social&utm_campaign=fsr3

longbool,
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@gpuopen Thank you so much to the team for continuing to build open tech for everyone

c0de517e, to random
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Syntax highlighting is the pinnacle of coder-coloring. Everything the parser knows about gets assigned some random color, no matter if it makes sense to highlight or not. And from the little science we have on the subject (plus... common sense) the answer is that coloring is not even useful... at all. E.g. https://link.springer.com/article/10.1007/s10664-017-9579-0

Programming practices have much less scientific rigor than what could be found in a flat-earther convention. Should be analyzed sociologically.

longbool,
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@c0de517e Why don't you think it's useful? As a novice coder I could barely read code at all, highlighting didn't help, the result here doesn't surprise me as I can still remember feeling that way.

But now that I can read C++ fluently, the coloring/styling helps my eyes jump around to what I'm looking for, the same as any other text styling. I'm not surprised if it doesn't help some people, but surely there are many like me that it does help?

longbool,
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@c0de517e Thank you for the resources. I may need to read beyond the abstracts on both, they both honestly seem consistent with my experience on the surface. If I was new to coding, and if I was presented with some code for the first time, yes I think syntax highlighting wouldn't help me as much.

But I wonder then what happens when it's not a novice, and when they are familiar with the codebase. I will look for a study like that

longbool, to random
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A coworker used the term "tech capital" (opposite of tech debt) once to describe useful features we'd built that saved us time developing. It stuck and became this thing we shout out when someone adds to it. Don't know if this is a common term that I'd simply not heard before, but I like it!

demofox, to random
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Hey all, here's part 1 of a 3 part series on the basics of machine learning. The intended audience is game devs and will end with plain, bare bones C++ that does training, and a plain C++/DX12 demo that does inference in compute shaders in real time.
https://www.ea.com/seed/news/machine-learning-game-devs-part-1

longbool,
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@demofox This is an amazing resource, thank you so much for making this approachable to folks like me :-)

longbool, to random
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Really nice practical post about how to implement dynamic resolution scaling from Martin Fuller:

https://martinfullerblog.wordpress.com/2023/10/11/dynamic-resolution-scaling-drs-implementation-best-practice/

longbool, to random
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Advances in Real-Time Rendering in Games 2023 program just got posted! https://advances.realtimerendering.com/s2023/index.html

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