Ben Golus⚠️⭕ Profile
Ben Golus⚠️⭕

@bgolus

Followers
9K
Following
10K
Statuses
26K

Tech Artist, Graphics Programmer, general Game Dev, racing snail. (cis he\him) https://t.co/rZK2iMuqFm @bgolus.bsky.social https://t.co/PGfkqLZvb6

Kirkland, WA
Joined August 2010
Don't wanna be here? Send us removal request.
@bgolus
Ben Golus⚠️⭕
13 hours
@Gadget_Games @SebAaltonen JPEG transcoding has been around since Quake 3 days. Crunch after that. And we have stuff like Oodle Texture, Basis, and BCPack today that is super fast and high quality. Not as highly compressed as NTC, but enough.
0
0
1
@bgolus
Ben Golus⚠️⭕
14 hours
@Gadget_Games @SebAaltonen I've used stochastic sampling for transparency and for in shader generated normal maps from procedural height maps. Similar ideas.
1
0
1
@bgolus
Ben Golus⚠️⭕
14 hours
@Gadget_Games @SebAaltonen STF, which is what's creating the noise, is required for this tech likely because the format doesn't support mip mapping in its current form, and stochastic sampling allows them to avoid having to implement it. Basically, it's still too slow to be a reasonable option.
1
0
1
@bgolus
Ben Golus⚠️⭕
17 hours
@SebAaltonen btw, this lasted for only a few seconds. So I can only guess that it was some bug in the metrics.
0
0
2
@bgolus
Ben Golus⚠️⭕
19 hours
@valera5505 @SebAaltonen It could also be argued that cubic or gaussian STF looks better for texture magnification in some cases, though the additional blur on oblique surfaces is far too much.
0
0
0
@bgolus
Ben Golus⚠️⭕
19 hours
@SebAaltonen Ignore the framerate and only look at the frame time.
0
0
1
@bgolus
Ben Golus⚠️⭕
19 hours
@pranksterware (on a 3080 Ti)
0
0
1