@jon_valdes @dotstdy No keyboard was harmed during the typing of this message.
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
@jon_valdes @dotstdy No keyboard was harmed during the typing of this message.
I am incredibly proud to announce that #WebGPU on Firefox has _officially_ gotten onto the train for stable release in Firefox 141 on Windows! More details to come when it actually releases, but...I'm so stoked, I couldn't _not_ post about it. 😀
More platforms to come soon, my team hopes.
Hopefully we'll see #bevy / @bevy 's WebGPU working in Firefox soon, eh?
@michaellabbe I have some kind of AMD APU with 32GB of VRAM. I'm planning to develop things during vacation on my very little PC.
@Reg I wonder who is using sparse textures in games ? ^^
I think this is an important paper highlighting how slow virtual/sparse textures are.
Anyone using them in production and can confirm they are not that bad?
@michaellabbe Sometimes I want to check CPP shenanigans without any good internet connection. It seems this is perfect for my use case.
@michaellabbe Which LLM do you use ? How big is it on disk ?
Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My HPG 2025 poster shows that it is basically free.
It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives.
https://momentsingraphics.de/HPGPoster2025.html
Agility SDK updates: Cooperative vectors, shader execution reordering, opacity micromaps and more :D
https://devblogs.microsoft.com/directx/agility-sdk-1-717-preview-and-1-616-retail/
Microsoft’s Windows Subsystem for Linux is now open-source https://www.theverge.com/news/669286/microsoft-windows-subsystem-for-linux-open-source
"Conquering FidelityFX FSR4 – Enabling the pretty pixels on Linux through maniacal persistence" https://themaister.net/blog/2025/05/09/conquering-fidelityfx-fsr4-enabling-the-pretty-pixels-on-linux-through-maniacal-persistence/
One problem of switching your dev monitor to HDR is that capturing video suddenly becomes far more of a PITA. Even if you turn HDR off in-game it still screws up trying to use the standard OBS/Resolve route. Figured it out though
Hey everyone! My talk on how we approach NPR rendering in
Unreal Engine at Telltale Games that I gave at the Graphics Programming Conferences is posted: https://www.youtube.com/watch?v=VoUJB5Cf31A
@yiningkarlli I believe optimizing a system (or many) and keeping it (them) extensible so many people can iterate quickly is a very tough problem. ECS is clearly attempting to solve this performance/extensibility tradeoff in a acceptable way.
@kojack good looking teeth... ^^
Does anyone have any experience using specialization constants on Vulkan/Android? Any pitfalls that I should be aware of?
So far they seem to be working as expected on all my devices except ImgTec's, where the values supplied at runtime are simply ignored. Other than that I haven't seen any performance or stability issues, but I've only tested half of my devices and my coverage is limited anyway.
Would love to hear other people's experience.
I'm excited to announce that Spark 1.2 is finally out!
This release brings major optimizations, new formats, and expanded platform support, solidifying Spark as the go-to solution for all your real-time GPU texture compression needs.
What’s new?
- Massive performance improvements thanks to extensive f16 vectorization.
- New codecs: HDR support through RGBM formats, ETC2, BC3-YCoCg, ASTC 6×6, and sideband codecs for transcoding.
- New platforms: Now supports Android TV and consoles.
https://github.com/quic/eud
Qualcomm hardware debugging over USB source code release
@Andre_LA I have to use it and I feel sad too.