Recent content by 3dcgi

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    Direct3D Mesh Shaders

    I haven't looked at Metal3 but I expect there are subtle differences between it and Direct3D's definition of Mesh Shaders.
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    AMD Radeon RDNA2 Navi (RX 6500, 6600, 6700, 6800, 6900 XT)

    I don't know why you were down on PC gaming. Consoles are having the same supply issues.
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    Computex 2021, AMD | Nvidia

    That's good to know. My desktop still has a Phenom II and a Hawaii GPU and now that the Ryzen 5 5600X is starting to get back in stock I'm ready to upgrade.
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    Nvidia's 3000 Series RTX GPU [3050, 3060, 3070, 3080, 3090 now with TIs]

    If you have excess solar power why is it an ecological disaster?
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    In one of the videos Brian Karis or someone else from Epic said they are developing tools to reduce storage later in the project's life cycle. The goal is for artists to not need to worry about storage early in the project.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    After seeing the breakfast picture zed post prior to this post I was thinking of artery saturation rather than compute saturation.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    No, the other way would have been to overload the rasterization path with geometry so hardware vendors would have been forced to increase geometry performance or lose benchmarks. Nanite may be a disincentive to improve hardware rasterization performance for small triangles. Nanite is a GPU...
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Developers can complain about hardware rasterization and that it doesn't meet their needs or they can do something about it. Those like Sebbbi and Graham indirectly drove the development of the Mesh Shader API by using compute for GPU driven rendering. The other way to go about it is to create...
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    My understanding is LOD isn't free with a BVH, it depends on how it's organized. I recall a Siggraph 2014 panel about this and while I didn't take good notes Blue Sky Studios said they created a sparse voxel octree for each asset in Rio 2. This gave them level of detail but cost a lot of disk...
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    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    No. I was only commenting about the Mesh Shader stage. I can't go into details, but at least wanted people to know the differences are manageable.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    The patent describes the version of the primitive shader that is fit into the traditional graphics pipeline. There's also a version that launches like a compute shader that has existed from day one. The problem was it didn't quite support the Mesh Shader API. It's close, though when creating...
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    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    They didn't implement Nanite's compute rasterizer because the PS5 doesn't support Mesh Shaders. They probably started working on it before there was a Mesh Shader API. The PS5 Primitive Shader and Mesh Shader API are so close supporting both won't be a problem.
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    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    I want to clarify something from a few pages back. Those efficiency numbers are for the rasterizer, not shading. With 1 pixel/triangle the shading efficiency is 25%.
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    Game development presentations - a useful reference

    I3D 2021 is going on this week. Most of the content is free. https://www.youtube.com/channel/UCZNuH6k97yBaiTerqd0u1_Q/videos
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    How would one go about confirming the exact position of unused circuitry on a modern chip?

    There is definitely salvaging of chips that are broken.
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