Machine Learning for Game Devs: Part 1
by Alan Wolfe – Electronic Arts SEED Future Graphics Team
intended audience is game devs, plain, bare bones C++ that does training, plain C++/DX12 demo that does inference in compute shaders in real time
Oculus Blog: Tech Note: Shader Snippets for Efficient 2D Dithering
Check out for the free sample / HLSL shadertoy like tool (with DX11 source) for your own performance experiments.
Win11 no longer allows to create new text file from context menu. Seriously? "Show more options" has the same choices. My workaround was to create a Publisher Document, rename it to some text format like .hlsl or .txt, delete the binary crap and start typing but it made me sad.
It took my a while to understand why GPU ray tracing is faster without back face culling. Seems the fast path cannot do the test so it needs to do extra work. I expected the test to be part of the ray triangle intersection.
Memory layout that provides:
Deterministic memory map behavior,
Single-cycle allocation speed,
Regular C object life cycle for objects that need it.
This makes it very suitable for games.
Unreal Engine GDC 2019 tech talks now available online
From ‘Refactoring the Mesh Drawing Pipeline’ to ‘Ray Tracing in Unreal Engine 4.22’, several hours worth of GDC presentations are now online.
Point filtered texture anti-aliasing.
UnrealEngine 4 material function port of
Useful for certain art style with MSAA rendering. With TemporalAA in converges quicker
Thx
@pixelmager
@IkarosAV
[=] is c++ performance trap, if you use it and didn't fall into it you are likely just didn't realized it. You might copy huge objects by accident. As I just realized.