@aras@mastodon.gamedev.place
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aras

@aras@mastodon.gamedev.place

Programmer. Unity 2006-2021. Website at https://aras-p.info Admin of https://mastodon.gamedev.place

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aras, to random
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0x2B or 43

aras,
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@elliotc not really, no

dotstdy, to random
@dotstdy@mastodon.social avatar

CPU optimisation guide: You should try vectorizing
GPU optimisation guide: You should try scalarizing

CHOOSE A LANE

aras,
@aras@mastodon.gamedev.place avatar

@dotstdy so basically, "you should try the thing the hardware was not originally intended for"

kimau, to random
@kimau@mastodon.gamedev.place avatar

If you trust in yourself. . .and believe in your dreams. . .and follow your star. . . you'll still get beaten by people who spent their time working hard and learning things and weren't so lazy.
― Terry Pratchett, The Wee Free Men

aras,
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@kimau ah, same spirit as

anji, to guitar
@anji@metalhead.club avatar

Sometimes I pick up my with an awesome sounding solo in my head

And it comes out as just random noodling in blues scales

Oh I'm still enjoying myself, don't worry, but it makes me glad I don't do this for a living

aras,
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@anji hah I know the feeling

aras, to random
@aras@mastodon.gamedev.place avatar

Oh cool, RGB9E5 render target format is coming to PC GPUs? I know that Apple GPUs could render to it for a number of years by now, nice to see wider adoption. Curious to see which GPUs exactly can do it. https://devblogs.microsoft.com/directx/agility-sdk-1-614-0/

longbool, to random
@longbool@mastodon.gamedev.place avatar

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

Pour one out for R11G11B10

aras,
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@longbool nice! Do you know which GPUs actually support it?

superfunc, to random
@superfunc@mastodon.gamedev.place avatar

im going indie full time

i'll have more to say later, but for now i'll just say I feel freer than I have in years, appreciate all the support on gun trails that made this possible

✌️❤️

aras,
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@superfunc nice! ❤️

wumpf, to random
@wumpf@mastodon.gamedev.place avatar

I wonder if there could be a way to merge c++ and python into one wonderful bundle of pain.

Just imagine taking bad compile times, undefined behavior bonanza, pre-processor macros, access violations, x-platform inconsistency and wild implicit casts from C++, and then combine it with Python’s versioning mess, runtime type checks, half-assed type checking, bonkers parameter passing and abysmal performance.

I think I found a new captivating side project.

Or anyone already tried this?

aras,
@aras@mastodon.gamedev.place avatar

@wumpf reminds me of:

1986 - Brad Cox and Tom Love create Objective-C, announcing "this language has all the memory safety of C combined with all the blazing speed of Smalltalk." Modern historians suspect the two were dyslexic.

From https://james-iry.blogspot.com/2009/05/brief-incomplete-and-mostly-wrong.html

aras, to random
@aras@mastodon.gamedev.place avatar

"Filtering After Shading with Stochastic Texture Filtering" by @BartWronski @mattpharr @marcosalvi Fajardo is most excellent. It takes courage to dare to ask "have we all been doing texture filtering wrong?" to begin with. And realize there actually are a dozen precedents for doing it differently (shadow PCF, negative mip bias, stochastic trilinear etc.), look at all of them, and formalize it all. Great!
https://mastodon.gamedev.place/@BartWronski/112445872458391965

daniel_collin, to mastodon
@daniel_collin@mastodon.gamedev.place avatar

What client do you use for iOS. The official one is has lots of issues (hangs, unable to post images, etc)

aras,
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path, to random
@path@mastodon.gamedev.place avatar

@aras Re: float compression blog: an additional optimization, instead of storing deltas between points themselves, store deltas from a predicted value, using a few previously decoded values, and a good predictor.

On my terrain heightmaps, linear extrapolation worked well and was very fast. Also, using a small LSTM neural network trained on the heightmap to predict future values was interesting, particularly for less-continuous data, but slower.

aras,
@aras@mastodon.gamedev.place avatar

@path yeah, basically “try out better predictors than just simple delta” (paeth, clampedgrad etc) I have put into “try someday maybe” at end of this post https://aras-p.info/blog/2023/02/01/Float-Compression-3-Filters/

I did briefly try out clamped grad, but while it did improve compression ratio a bit, the decompression performance overhead was larger too. But I did not spend much time on it.

BartWronski, to random
@BartWronski@mastodon.gamedev.place avatar

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, @marcosalvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

aras,
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@BartWronski ah, I remember a year or two ago you were asking around about Unreal jittered sampling and other “strange” texture filtering approaches. Now we know where all that went! Really nice!

aras,
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@BartWronski there’s at least 10x effort (and prestige?) difference between a blog post and a GDC/Siggraph talk, but yes even a blog post is 1000x better than nothing. From personal experience though, “hey I found a gross hack!” the first instinct is to not write about it :) But of course you have no idea if your “gross hack” is actually a sensible application of a theory that has not been formulated yet.

aras,
@aras@mastodon.gamedev.place avatar

@BartWronski your paper is a perfect blend of “proper literature” and “documenting gamedev practices” by the way. The latter is very often not well documented or even understood (I’m sure you are aware of a million reasons why :)). But it is curious that production environment sometimes stumbles upon actually sound theory by accident, without realizing it.

aras,
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@BartWronski true from gamedev side, but feels like complete opposite from “science” side. Like half a year ago, I toyed with Gaussian Splats wrt data compression, but these were not “papers”. How many of the 100+ new 3DGS papers mentioned it? About one, out of like 20 that were about data compression ;)

aras,
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@demofox @BartWronski “life finds a way”

aras,
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@BartWronski oh yeah I’m very aware of how and why that happens. My wife’s a professor, and “citation indexes” are a real thing there that can determine your employment status etc. Citing blog posts is not incentivized in any way, and because you get what you incentivize… well that’s what you get. It’s just funny from the outside :)

aras,
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@demofox @BartWronski definitely. But my point is, in gamedev (or generally outside of "research"), many of these things are not because someone wanted to find a theory; they are because someone wanted to save half a millisecond. I'm 99% sure stochastic mip sampling happened in gamedev only because of in a virtual texturing system manually doing full trilinear is very costly. Someone had an idea of random mip choice, and went "hey that does not look too bad!" and so it shipped.

aras,
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@demofox @BartWronski which again is why I'm very happy for paper like this (and a handful of others) that "bring industries together". I think Bart mentioned it too, but many graphics people are blissfully unaware of most of signal processing things done by audio people, for example. It might be useful! (or it might not, lol)

aras,
@aras@mastodon.gamedev.place avatar

@demofox @BartWronski I'm totally fanboying Bart here though -- since you have experience in gamedev and research and music -- 🤯 -- excellent! ❤️

aras,
@aras@mastodon.gamedev.place avatar

@BartWronski @demofox "What do you mean games already do robust temporal multi-frame super-resolution???" is funny. It goes the other way too though, like half of all the ECS stuffs within gamedev are along the lines of "ok so you've invented an extremely limited relational database, right" and they go "what's a relational database?" :)

aras,
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@BartWronski @demofox complete topic jump, but thanks Bart and Alan for this "discussion" right here. Since 2020 I've been pretty much sitting at home and working in isolation, and right now I'm on the brink of spiralling into some depression episode and/or realizing how much I miss in-person discussions. This one is not in-person, but still. Thanks.

mdiluz, to random
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You wouldn't believe the number of people who sign up to mastodon.gamedev.place with the justification "I want to follow Ron Gilbert"

aras,
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@mdiluz haha yeah indeed. No pressure @grumpygamer!

aras, to demoscene
@aras@mastodon.gamedev.place avatar

"Everybody Wants to Crank the World", a :demoscene: demo for :playdate:
@playdate. Took 4th place at @outline!

Youtube: https://www.youtube.com/watch?v=QjAKiwQxrQI
Playdate binary: https://aras-p.info/files/demos/2024/Nesnausk_CrankTheWorld-20240421.zip
Source code: https://github.com/aras-p/demo-pd-cranktheworld

Maybe I should write a short blog post about development for playdate, or somesuch. It is quite fun!

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aras,
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@jrovirab yay!

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