@Force1studios @Variety The old arnold running man movie is more akin to how AI today is a big problem with picture/video generation that can completely fabricate lie on demand and used as missinformation and propaganda!
@pATjako@OlexGameDev The best ideal way remains to draw the vector data directly by triangulating the interior, have encompassing triangles at the boundaries and solve the spline in the shader. Sadly I think there is some patents that prevents anyone to do so if I recall
@TheJimbothy@charlieINTEL The downfall to me was post BO cold war, when Treyarch had to drop their engine and all studios now had to work hand in hand on the same IW engine codebase.
@blokswrd @ThatNgonGuy Except you can tesselate analyticaly all you want regular quad ( center quad of a 9 quad patch ) but have to iterate recursively on irregular quads, tris and ngon. So much more cpu/gpu intensive and inneficient
@zuhaitz_dev A test like that should also run on variable matrix sizes and plot. To confirm if we are O(NNN) in cost or if something come in play at certain thresholds. Plus what methodology on priming the data without accidentally having it load in cache before hand too.
@zuhaitz_dev This looks like it mostly test memory bandwidth given these 1000sq matrix does not fit caches plus basic repeated memory access to read+add+write that often won't be optimized. It could at least gen a cell value in a local tmp and write once.
@krastavichok @ccallac7 Yeah, all geo data available in an unified way is the way for visbuf and other advanced rendering technique that reduce draw counts. Just barrier things properly, and use the copy queue, you will be fine.
@bmcnett@SebAaltonen The reason was to avoid data thiefs. Imagine a world you wouldstore data in a brain rather than to use robust proven encryption on conventional storage
@_sanjeev_singh_@Adarsh_Web3@LewisCTech does the code need to ref any of these enum by name ? Can't you merge anything into a single variant with an inside sub state ? Is it code gen ? large enum in msvc/clang c++ are also surprisingly slow to compile fyi! the lsp should handle it yes, but was it really the best way?
@JoeWilsonEQ1@I_F32_I sure a couple thousands caps on screen won't hurt. but topology matter if you have millions polys to draw and do use raytracing. Artists having to go back and optimize geo is sure a thing they have to do
@JoeWilsonEQ1@I_F32_I The problem is not the vertex, it is worsen pixel occupancy has more fragments (2x2 pixels) contains helper lanes. raytraced data structure also worsen with slant triangles.