challenged myself to write the most optimal GPU sort possible and this is was result. runs about 20~30% faster on my gtx 1070 than the FidelityFx sort that dropped a little while ago, but i'd like to know if anyone can see a way to make it even faster https://t.co/tGOWeuJluH
@ToughSf@beanhowitzer Artwork by Ian Mallett
"X-rays are invisible, but, being hard radiation, they are capable of flipping random bits in a photoreceptor, giving the appearance of fake visible light. This happens stochastically, explaining why you see random speckles of red, green, and blue color"
PSA: Valve has been quietly banning newly submitted Steam games using AI-created art assets - if submitters can't prove they have rights for the assets used to train the algorithms: https://t.co/WhWpJpaFjl
@AlexTuduran i didn't do too much practical perf testing on this before i shelved it
the ROV sorting on meshes was reasonably fast but support for ROVs is shoddy on consoles.
the tile based particle rendering didn't seem performant enough with complex particle materials
put together a prototype for an order independent transparency system this week. very unoptimized atm but i have some ideas that might make it actually practical
It's time to fight back—TO THE MUSIC! 🎵
Hi-Fi RUSH is a rhythm action game where everything pulses to the beat—and it's available TODAY! #DeveloperDirect
@antonschrein@KostasAAA i first saw the idea in: https://t.co/dwcF7WAP4K you only do it when the neighbor pixel’s ray is going in about the same direction. if the trace sample distances are jittered you can use the neighbors’ hits to find geometry that your ray stepped over.