Martin Brundle: "Tenemos que hablar de Aston Martin. La situación parece muy crítica en este momento. ¿Qué tan preocupado estás por ellos?"
Stefano Domencali: "No quiero mentir. Me sorprendió esa situación. Pero lo único que, según mi experiencia, no se puede aceptar...
4 days. Revealing sessions. Endless insight. 🎮
Join us at @siggraph to explore how we’re enabling efficient, immersive mobile gaming through next gen graphics upscaling+ GPU innovation.
Don’t miss our expert sessions + demos4 days. Revealing sessions. Endless insight. 🎮
Join us at @siggraph to explore how we’re enabling efficient, immersive mobile gaming through next gen graphics upscaling+ GPU innovation.
Don’t miss our expert sessions + demos4 days. Revealing sessions. Endless insight. 🎮
Join us at @siggraph to explore how we’re enabling efficient, immersive mobile gaming through next gen graphics upscaling+ GPU innovation.
Don’t miss our expert sessions + demos!
New update for the @VulkanAPI#Vulkan Hardware Capability Viewer released.
This adds in support for several new extensions and also is the first version with native builds for Linux ARM64 thanks to an external contribution.
Download at: https://t.co/pdZssPceZE
Arm ASR is 𝘵𝘩𝘦 solution to stunning visuals in mobile games. ⬇️
By rendering certain stages of a frame at a lower resolution and then upscaling them, Arm ASR reduces GPU usage and power consumption, allowing complex, high-quality graphics without sacrificing performance.
New article on how to simplify pipeline barriers in Vulkan and D3D12 (Extended Barriers) for desktop and mobile. Contains some esoteric knowledge on how some HW/drivers work. https://t.co/8TyBgfVZPa
@SebAaltonen I definitely want to give the MegaLights a go, I saw the demo first-hand in UnrealFest and it looks really good. There is the usual minor issues with temporal techniques ofc, the motion as a result of shading is tricky business.
📢 Arm ASR is now available as an early access plugin for @EpicGames' @UnrealEngine!
We've put it to the test using Unreal Engine's desktop renderer with our in-house demo project, Mori. 🐿️
See how much it enhances FPS when applied, significantly improving GPU performance. 👇
@rainbowpikmin xDDD I won't be able to attend this time around but my colleague will give the talk in my behalf. Have fun and share feedback afterwards!!!
Khronos Group has released the VK_KHR_pipeline_binary extension, enabling direct retrieval of binary data associated with individual pipelines, bypassing the VkPipelineCache mechanism, and enabling applications to explicitly manage pipeline caching.
https://t.co/2QvvqWD2rf
Latest Arm Innovation Coffee is a good one: https://t.co/9DbMjc1pYQ Covers KleidiAI being added to MediaPipe and XNNPACK to speed up LLM inference; Moving Mobile Graphics at SIGGRAPH; *and* the latest on Vulkan SDK!
Quick post on how to to workaround incorrect SPIR-V generated by DXC when using mesh shaders and per-primitive output. This is required in order to work on AMD https://t.co/CbmtzNj57x
HypeHype on a 3 year old 99€ Android phone (Mali G57 MP2). Game made by a colleague as a hobby project during the summer.
Frame rate hovers at around 50 fps. Everything I mentioned in my SIGGRAPH talk is enabled: PBR, GTAO, cascaded shadows, post processing...
@zeuxcg@SebAaltonen@FilmicWorlds@zeuxcg does that mean we shall expect support in the mesh optimizer for repacking the meshlets with the vertex dominant approach anytime soon? 😆
#rtradvances from @siggraph 2024: talk by Simon Taylor from @EA@FrostbiteEngine on "Flexible and Extensible Shader Authoring in Frostbite with Serac" slides are shared:
https://t.co/jhzBATFKPr
Enjoy!