Thoughts on Multi-Draw Indirect
ARB_draw_indirect | ARB_multi_draw_indirect | ARB_shader_draw_parametersTypically "things" bound to draws change at the following different frequencies {per frame, per framebuffer, per shader, per...
View ArticleEasy Understanding of Natural Draw Rate Limiters and The Route To Zero Overhead
I'm guessing most game developers don't often read GTC content, but Christoph Kubisch's and Markus Tavenrath's Presentation is worth a read even for those not interested in OpenGL: OpenGL 4.4 Scene...
View ArticleE3 Part 1
My must play list (below). Must be a sign of the times, majority are indie titles. The Order 1886 definitely has the bar for visual quality thus far...ABZUBelowChasmHyper Light DrifterInsideNo Man's...
View ArticleThe 24 Hours of Bindless Continues
More Bindless - Continuing the bindless chain blog run, great to think through this stuff in more detail..."What I’m getting at is that two 4x loads and one 8x load might end up having the same cost...
View ArticleOculus, the VR Revolution, and Dual GPUs
I first tried the Oculus DK1 when I worked at NVIDIA playing UDK Game (a FPS) for about an hour or so attempting to make myself vomit. Let me back up a minute and note that the first time I tried a...
View ArticleFiltering and Reconstruction : Points and Filtered Raster Without MSAA
Just ran across these old screen captures (open images in a new window, they are likely getting cropped), stuff I'm no longer working on, but might re-invest in sometime in the future...Reconstruction...
View ArticleNo Traditional Dynamic Memory Allocation
To provide some meaning to a prior tweet... Outside of current and prior day jobs, I never use traditional dynamic memory allocation. All allocations are done up front at application load. On modern...
View ArticleSad Day for High-End ARM
Nvidia Abandons 64-bit Denver Chip for Servers - I guess this was to be expected as HPC likely only exists when highly subsidized by the volume of high-end desktop products. After Microsoft was...
View ArticleUnreal Engine 4 "Rivalry" Demo -- Google I/O 2014
Normally I don't talk about work related stuff here, but this is quite awesome. The "Rivalry" demo is the GL ES 3.1 AEP path running the DX11 based desktop UE4 engine. Same crazy fat G-buffer, deferred...
View ArticleVR Topics: Racing Scan-Out + Filtering/Noise
Process(1.) [A] Do view independent work.(2.) Read latest prediction of head position and orientation for the time at which the frame gets displayed. This is reading from a client side persistent...
View ArticleInfinite Projection Matrix Notes
If you are reading this and have to deal with GL/GLES vendors not supporting DX style [0 to 1] clip space, please talk to your hardware/OS vendors and ask for it!!Clip Coordinates (CC)Output of the...
View ArticleBad Industry Humor: Computer Engineering Hall of Shame
4K HDTV - Timing is critical, need to sell these 4K TVs before the next generation of 300 dpi smart-phone-addicted permanently-nearsighted kids realize the TV is not in focus when sitting on the couch....
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