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Gokhan Avkarogullari Profile
Gokhan Avkarogullari

@gavkar

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I manage the Apple Silicon Graphics Drivers Teams at Apple. My tweets reflect my opinions, not Apple's. I am also at https://t.co/tMAnBJJPdv

Joined April 2011
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@gavkar
Gokhan Avkarogullari
2 months
RT @docmilanfar: It's important to distinguish between supporting legal immigration generally and advocating specifically for tech immigrat…
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@gavkar
Gokhan Avkarogullari
3 months
RT @ptcherneva: 🧵The ballot measures last night say a few things about voters’ feelings about the economy. Here is how they played out. PA…
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@gavkar
Gokhan Avkarogullari
5 months
@wadetb @aras_p @SebAaltonen you can also say maybe a fifth type where a pure shading language feature is added. I can see that one could be handled by something like NEON/AVX extensions. And system APIs are system APIs But how do you suggest the API/(API+shading) feature added in such a model?
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@gavkar
Gokhan Avkarogullari
7 months
@marcosalvi Here is one of Mediterranean Sea. Quite similar if I just zoom to the water.
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@gavkar
Gokhan Avkarogullari
7 months
Turkey played some of the most exciting games in #EURO2024. I am sad they got eliminated. I think they deserved at least to play the overtime. I hope the final is between Spain and Netherlands. France and England play some very boring football.
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@gavkar
Gokhan Avkarogullari
8 months
Riven is a great game. It is available on the Mac.
@cyanworlds
Cyan Worlds
8 months
Riven is available worldwide NOW! 🎉 We're SO proud of this one, friends. We can't wait for you to play it! 💙 ----- Riven is available on the following storefronts ⤵️
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@gavkar
Gokhan Avkarogullari
8 months
RT @cyanworlds: Riven is available worldwide NOW! 🎉 We're SO proud of this one, friends. We can't wait for you to play it! 💙 ----- Riven i…
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@gavkar
Gokhan Avkarogullari
8 months
@biovf @SebAaltonen I don't have direct experience but I heard through the grapevine that recent ARM GPUs have more robust HW/SW solutions than others.
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@gavkar
Gokhan Avkarogullari
8 months
@SebAaltonen GPU-driven rendering has been one of our northstars since 2014. I advocated for it very strongly then & there was a lot of sceptism. We started the work in 2014, but your talk in 2015 has calmed a lot of nerves and helped refine what we put in and how we evaluate it.
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@gavkar
Gokhan Avkarogullari
8 months
@SebAaltonen By the way I see you refer to "mobile GPUs" a lot. I hope you are not including Apple GPUs because most of what you say is not true for our GPUs.
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@gavkar
Gokhan Avkarogullari
8 months
@SebAaltonen Got it. Thanks
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@gavkar
Gokhan Avkarogullari
8 months
RT @kubamracek: Everything you ever wanted to know about analyzing heap memory and diagnosing leaks and other problems. WWDC24: Analyze he…
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@gavkar
Gokhan Avkarogullari
8 months
RT @Xavyiy: The team has also done a great job creating a brand new tool to help you accelerate Machine Learning with Metal: the MPSGraph v…
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@gavkar
Gokhan Avkarogullari
8 months
RT @Xavyiy: Documentation for the latest Metal performance analysis tools for M3, M4 and A17 Pro is now online. Learn about Performance Hea…
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@gavkar
Gokhan Avkarogullari
8 months
RT @Xavyiy: The full power of the Metal developer tools has arrived to Metal Shader Converter. Validate, debug, and profile your converted…
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@gavkar
Gokhan Avkarogullari
8 months
RT @graphicsguyale: You can now debug and profile your #HLSL shaders right in Xcode! Learn about this and other improvements for game devel…
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@gavkar
Gokhan Avkarogullari
8 months
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