Lurkmass's latest activity

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    Lurkmass replied to the thread AMD Execution Thread [2024].
    @Bold Are you somehow implying that RT perf will be paramount in the future ? Because that would very much contradict your claim of "not...
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    Lurkmass replied to the thread AMD Execution Thread [2024].
    Are you here to have an actual discussion on technical merits or are you more interested hurling Ad hominem to everyone disagree with ?
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    Lurkmass replied to the thread AMD Execution Thread [2024].
    'Nobody' you say ? Maybe so for the PC enthusiast audience but console vendors and some graphics programmers clearly don't share that...
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    Lurkmass replied to the thread AMD Execution Thread [2024].
    How can you be absolutely certain of your last statement especially in the latter case when perf/logic complexity matters more than ever...
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    Lurkmass replied to the thread AMD Execution Thread [2024].
    It makes you really wonder who's going to blink first ... Will one vendor implement more exotic hardware or will the other abandon said...
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    Lurkmass replied to the thread AMD Execution Thread [2024].
    The only way to regain strategic parity is if diverging approaches contend against each other. Only then could we determine whoever...
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    One of the earliest mentions of the functionality was in one of Graham Wihlidal's presentations ... (page 22) Work Graphs might...
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    They dropped Draw/indexed nodes recently (may/may not revisit) to focus on Mesh nodes ...
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    Xbox has also had 'GPU-driven' PSO switching for a long time via it's own more advanced version of ExecuteIndirect but it's nice to see...
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    For GFX11, their driver strongly prefers to compile shaders in Wave64 unless there's a lot of non-uniform wave branching divergence (as...
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    Both samples perform very different things ... Nvidia's sample implements a multi-BRDF deferred shading model by starting out with a...
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    https://gpuopen.com/learn/work_graphs_learning_sample/ AMD released a sample last year showing a compute shader software rasterizer...
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    Lurkmass replied to the thread NVIDIA discussion [2024].
    https://mastodon.gamedev.place/@gfxstrand/112038438013110706 Perfect explanation as to why their graphics hardware designs keep...
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    I suppose we never saw that specific system value semantic in the end since Microsoft decided to expose the functionality with a...
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    They currently use the multi-pass ExecuteIndirect approach on PC because implementing persistent threads with a global spinlock to do...
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