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Diede Apers Profile
Diede Apers

@DiedeApers

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Rendering Engineer @ Frostbite Stockholm

Stockholm, Sweden
Joined December 2010
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@DiedeApers
Diede Apers
13 days
@s4schoener I am this close to doing what you described in this post, thanks for sharing! VCPKG is certainly an example of eventually favoring control over results. So when will swamp generate cmake files? Partly joking, but once you want to publish code again cmake is unavoidable..
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@DiedeApers
Diede Apers
2 months
@mxacop @max_tarpini No malloc on gpu side available, unfortunately! Usually we alloc one buffer from which we suballocate using atomics in a shader. If you ever do run out of space, you have to early out. You could raise a warning by reading the counter back to CPU and decide to bump it statically.
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@DiedeApers
Diede Apers
2 months
@mxacop @max_tarpini Re list storage: we store an offset and count per cell to a linear list of indices. Max allocation is determined by an avg cell count estimate multiplied by the number of cells. We have a max of 2^18 surfels and 1024 entries per cell.
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@DiedeApers
Diede Apers
2 months
@mxacop @max_tarpini What makes the resolution insufficient in your case? In fb we have 64^3 resolution and a maximum of 1024 entries per cell (ideally this doesn’t even come close, something like 64 unique entries is plenty, and maybe up to 256 references).
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@DiedeApers
Diede Apers
2 months
@SebAaltonen The RT improvements are the same between rdna4 and the ps5 pro afaik. The biggest differences are wider bvh 4->8 nodes, and hardware instructions for stack management. No sorting involved in the hardware.
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@DiedeApers
Diede Apers
3 months
@SebAaltonen In case you have an issue unique to the web build, what tools are available? Can you attach a debugger for wasm? Do Renderdoc captures work?
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@DiedeApers
Diede Apers
3 months
@SebAaltonen Most things that surprise my about WebGPU end up being required for security/sandboxing/preventing UB. But in this case.. what is the compiler frontend able to prevent that would not be caught by the IR->backend? Surely this has a good reason?
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@DiedeApers
Diede Apers
3 months
@SebAaltonen Would this not shift your variable cost from light evaluation into variable cost of SDF generation? I suppose update frequencies are different though.
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@DiedeApers
Diede Apers
3 months
@SebAaltonen Big milestone, grats!
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@DiedeApers
Diede Apers
3 months
RT @digitalfoundry: Our Dragon Age: The Veilguard coverage begins with the PC tech review. This is by some measure the best triple-A PC mul…
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@DiedeApers
Diede Apers
4 months
@OskSta @RevaeRavus Right, a baseless right pyramid with 4 faces, this actually fits the hemi-octahedral: — wonder if I should rename this in my code now, haha
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@DiedeApers
Diede Apers
4 months
@OskSta @RevaeRavus Not sure about that as a 3d solid, but your 2d projection is definitely a (rotated) quad
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@DiedeApers
Diede Apers
4 months
@SebAaltonen Good luck, have fun! Looking forward to the progress
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@DiedeApers
Diede Apers
4 months
RT @Dachsjaeger: Tiny Glade is a gorgeous ray tracing infused PC game made by a two person team: @h3r2tic and @anastasiaopara. Why does it…
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@DiedeApers
Diede Apers
5 months
RT @h3r2tic: Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! 🎉🖖🦀
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@DiedeApers
Diede Apers
6 months
RT @mirror2mask: @DiedeApers 's presentation on the lessons and improvements to the @EA GIBS system for shipping dynamic global illuminatio…
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@DiedeApers
Diede Apers
6 months
RT @mirror2mask: #rtradvances from @siggraph 2024: talk by Simon Taylor from @EA @FrostbiteEngine on "Flexible and Extensible Shader Author…
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@DiedeApers
Diede Apers
6 months
@bertvdbosch5 @LouisBavoil @SebAaltonen Gather4 allows for a fastpath in the hardware when loading texture data. The texture unit caches are optimized to load x4 and do filtering etc. Also, fewer vector registers are needed for addressing.
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