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Julius Horsthuis : The Engineers

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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...

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Easy 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...

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Playdead's Inside

playdead.com/inside

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E3 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...

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The 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...

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Oculus, 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...

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Faster than Light: Warp Drive - SpaceVision 2013

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8088 Domination: Video capture from an IBM PC 5160

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Filtering 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...

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No 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...

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Sad 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...

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Deform by Fairlight @ Birdie 2014

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Mid 2014 Demo Tubes

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Unreal 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...

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Stills

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VR 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...

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UE4: Daniel Wright's Dynamic Distance Field AO

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Infinite 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...

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Bad 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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