Surprise Release: RT5X Firmware Version 4.0!
"CRT Sim Edition"
A huge portion of the RT4K's processing pipeline has been backported.
5X now has true HDR10, energy normalizing scanlines, RGB masks and "Quasi-4K" output!
Download here: https://t.co/xQFtvqGHgG
1/8
Scene Analysis has finally shipped! Ever wanted an easy understanding of your memory usage in Roblox linked directly back to the instances and scripts causing it? Well here you go!
Full announcement at: https://t.co/FBUPJYoqY9
#roblox#robloxdev
@YarKravtsov когда голосующим людям ничего реально не грозит, голосование за 🔵 помогает почувствовать себя частью общества, выразить протест, показать свою человечность (даже самому себе) и тд
@YarKravtsov chatgpt и claude считают что нажать 🔵 может только нерациональный, или не полностью понимающий вопрос человек.
интересно, насколько публичные опросы показывают реальность? люди знают что это социальный эксперимент, им ничего не угрожает и дают социально ожидаемый ответ
@YarKravtsov да, но при этом непонятно зачем вообще кто-то будет нажимать 🔵 рациональнее будет предположить что все остальные уже нажали 🔴
что бы хоть какие-то сомнения зародились, 🔵 должна скажем давать $20к всем (при условии >50% нажавших) а иначе кмк коллективный опыт не работает
@supahvee1234 Nice article! Curious - how do you keep people from accidentally relying on stack locals across yields? Or yielding from another function call?
GameNetworkingSockets v1.5.0 has been released.
https://t.co/VYEu4rgxJT
It's been FOUR YEARS since the last release! So....sorry about that! The code *is* actively maintained and used by many games, but the github "administration" has languished.
See you again in 2030!😜
Major improvements to the decal projector!
Should be significantly more reliable on meshes, morphing actually works on primitive shapes properly now, better wrapping around sharp corners, performance improvements, etc.
https://t.co/njhzdgb2nA
.@TencentHunyuan HY-World 2.0 has landed,fully OPEN SOURCE !
We kept hearing the same thing: world models look great, but you can't use the output. So we made one you can, real 3D assets you can edit, rearrange, and ship into production.
Prompt to engine-ready 3D. For real this time:
✨Directly outputs editable, production-ready 3D assets
✨Seamlessly plugs into existing game pipelines
✨Multimodal input: text, image, videos
🪄Character mode: freely explore streets, buildings, and open worlds with realistic physics, collisions, and no time limits
🔗GitHub: https://t.co/PR3Lh5kfzy
While my vacation days coming to the end, finished a blog post on modern rendering culling techniques 😜
I tried to keep it practical: not a deep dive, but a broad overview of the main methods, tradeoffs, and how they fit together in a real renderer.
Frustum culling, occlusion, GPU-driven rendering, meshlets, Nanite, light culling, etc.
https://t.co/vaYixIkkaG
#gamedev #rendering #dx12
We released a new demo at Revision this weekend! I did the tool and some shaders, but the massive work was mainly done by Dubmood and Goto80. Check it out -> https://t.co/rDic8iIxC7 & https://t.co/9dUiNZi2gl
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind @CAPCOM_RandD's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
i had FUN playing the demo and digging every bit of it, & looking forward for the game official release next week!!!!
https://t.co/Mzn1kgefdK
@PRAGMATAgame@PRAGMATA_JP@CAPCOM_RandD
meshoptimizer 1.1 is out!
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.
Boosts and repository stars are welcome!
https://t.co/BXRVTbXbiL
HarfBuzz 14.0.0 is out with the new hb-gpu library for GPU text rasterization based on the Slug algorithm by @EricLengyel. Demo is up at https://t.co/afwRvvtyG3
Also in the release is https://t.co/3lDWLMHVm9, another single-file way to compile all of HB.
https://t.co/0q9QQLGBgi