I've written an article on the difficulties of doing game input with high-polling-rate mice on Windows: https://t.co/3cNViqaE1Y
This took a while to figure out, and the solution still isn't great, but maybe it helps someone.
We just released v0.6.0 of Celerity, our SYCL-based C++ API and runtime system for easily (well, relatively so) programming distributed memory clusters of GPUs: https://t.co/8WVzG1WpFd
In the latest Trails through Daybreak version, we implemented support for the new Steam Game Recording "Timeline" API features: https://t.co/JB74Khnqyg
This was pretty painless to integrate, and I really enjoy the interface.
@NickDrisc0ll@digitalfoundry SGSSAA is just MSAA where you evaluate the pixel shader on every sample. So you need to do that. One way to do so in HLSL is to use the "sample" interpolation modifier on all appropriate inputs.
Ahead of Trails through Daybreak's launch next week from @NISAmerica, we spoke to PH3's @Durante_PT about working on @NihonFalcom's new engine, implementing HDR, Steam Deck OLED, the possibility of Trails in the Sky on Switch, PS5 ports, Ys X, & much more https://t.co/nMu3eyiJPP
PH3 has a blog now! Very 90s.
The first post is about asset compression and packaging, and the tradeoffs between storage space, hot and cold loading times, and caching.
https://t.co/Uxsy71YSHI
@KazukiHiratani We check Proton compatibility, and we use open media formats with statically linked codecs. We are not currently planning to ship native Linux binaries, since that has a significant development and maintenance overhead for little practical benefit.
This is a passion project I've been working on on the weekends for a few months: https://t.co/jZ4u2VirLU
I hope my fellow local co-op fans will enjoy it! #YsIX