JoeJ's Recent Activity

  1. JoeJ replied to the thread Next Generation Hardware Speculation with a Technical Spin [post GDC 2020] [XBSX, PS5].

    Even if this would give consistent results initially, after a year different consoles would show different performance i guess. So maybe...

    Mar 28, 2020 at 8:52 PM
  2. JoeJ replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    But what's the motivation? Is it to generate a partial / progressive SM to reuse in next frame to save rays? Or do you want to trace a...

    Mar 28, 2020 at 4:33 PM
  3. JoeJ liked DavidGraham's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Yes only the sun. And they did it for several open worlds: The Division, Agents of Mahyem, Watch Dogs 2, Final Fantasy XV, and it only...

    Mar 28, 2020 at 2:29 PM
  4. JoeJ replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Yeah... probably i miss something. But is is hard to make sense of the sentence, you'd need to elaborate 'for dummies' to avoid...

    Mar 28, 2020 at 2:29 PM
  5. JoeJ replied to the thread Quantum Error [PS4, PS5].

    Does not look next gen. Maybe not that good to let 3rd parties show off PS5 games without showing something really impressive before...

    Mar 28, 2020 at 12:46 PM
  6. JoeJ replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    It is pretty high cost. IIRC NV builds a linked list per SM texel using atomics. Can't remember if they compact the lists after that for...

    Mar 28, 2020 at 6:38 AM
  7. JoeJ replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Problem with HFTS is you need to build one acceleration structure per light, while RT can share one AS for all lights. Stochastic...

    Mar 27, 2020 at 11:18 PM
  8. JoeJ replied to the thread Nvidia DLSS antialiasing discussion *spawn*.

    DLSS 2x 'do it yourself' using virtual super resolution :) :...

    Mar 25, 2020 at 8:14 AM
  9. JoeJ replied to the thread AMD: Navi Speculation, Rumours and Discussion [2019].

    Open ended branching factor seems indeed unpractical (as said above), but choosing 4 or 8 could make sense depending on HW...

    Mar 24, 2020 at 10:38 AM
  10. JoeJ liked Lurkmass's post in the thread AMD: Navi Speculation, Rumours and Discussion [2019].

    There doesn't appear to be any limits to how the tree can be structured! It's implied that both the depth and the number of child nodes...

    Mar 24, 2020 at 10:33 AM
  11. JoeJ replied to the thread DirectX Developer Day 2020.

    But it's useful if not about bulk work but work generation, which my request is about. Leaving the context of doing RT or other massive...

    Mar 24, 2020 at 8:38 AM
  12. JoeJ replied to the thread AMD: Navi Speculation, Rumours and Discussion [2019].

    Do you know what's the branching factor for AMD? Patent mentioned 4. If this would be flexible (which i doubt) we could trade lower tree...

    Mar 23, 2020 at 9:29 PM
  13. JoeJ liked willardjuice's post in the thread DirectX Developer Day 2020.

    This is exactly my point! How many GPUs support mesh shaders? Turing and RDNA2? MS is a bad guy for not supporting a feature that at...

    Mar 23, 2020 at 8:56 PM
  14. JoeJ replied to the thread DirectX Developer Day 2020.

    No. That's not what i mean. My rant is not directed specifically to MS, NV, AMD, Khronos, or game industry... probably i expressed...

    Mar 23, 2020 at 7:53 PM
  15. JoeJ replied to the thread DirectX Developer Day 2020.

    You have no idea what i would do, so why projecting your false assumptions on me in this tone? It may well be RTX creates uber shaders...

    Mar 23, 2020 at 6:23 PM
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