Top Tweets for #desperadoengine
Started working on editor for #DesperadoEngine last night, lots of work to do but it's starting to come together. it's become obvious that I need to find some hidden cost of IMGUI, lots of wasted work going on. nature scene runs 5000+ fps, but empty scene in editor is much lower.

@LundukeJournal I was a founding member of Redot and left that shit weeks later to start Blazium, which is way better than Redot. Then I left THAT because of politics to start my own engine #DesperadoEngine. I've managed to accomplish way more on my own in 6 months than Redot has in total.
Raymarching who? #DesperadoEngine
pretty sure I can take this even further. I need to better mask out the volume shape too, still too spherical. looking great though. Don't know why this was so costly on unreal engine.

Doing some more work on #DesperadoEngine. I needed a nature test scene so threw this together for now. Pleasantly surprised at the performance even with all the grass casting csm shadows. I'll need to work in trees later. Also added local fog volumes / splatting like unreal

added normal map support and a few other things to #DesperadoEngine tried to minimally recreate the lighting from the version that was in godot. I'd say it's coming along well. need to solve that 500 fps, I think that's too low

Small update about #DesperadoEngine. clustered forward plus lighting was added recently (none in this level) and just now got Cascaded Shadow maps working. Need to refine performance.

took a break from rendering to do something fun with #DesperadoEngine 600 simulating balls and the rotating rectangle running on lockless jobs and fiber. averaging around 350-400fps, still getting some spikes I need to hunt down, but I think this pretty good for debug build.

breaking #DesperadoEngine up to work more efficiently with jobs/fiber, like IDTech 7. I've got a good chunk of the model loading, materials, and composable render setup for fiber. Not much more to break up there until I have custom loading instead of using Assimp loader.

So unbelievably smooth and clear in the headset even without msaa on. It's incredible, never experienced this with other native apps on quest. #DesperadoEngine

#DesperadoEngine now runs on quest native. I still have a lot of work to do to build in interaction and menu stuff, so no numbers to report yet. Feels really smooth so far though.
Got Openxr on desktop all hooked in #DesperadoEngine
runs buttery smooth. I spent most of the day hunting down some flickering problem just for it to actually be an issue on Meta's side. Had to swap to OpenXR 1.1.53 for the time being. Now to deploy to Quest.
Another performance update for #DesperadoEngine
lots of work moving towards lockless jobs and fiber. Currently still single threaded. Debug ui on is usually 2500+ fps average and debug ui off is 3100+ fps average. Scene with one mesh is about 6000+ fps. Going to test on quest 3.

A little write up of the progress of #DesperadoEngine so far. Probably needs more details.
https://t.co/nNHcmMl5M9
Found a bug that's been plaguing me. Now my scene runs about 900 fps average with debug ui present and about 3000 fps average without it. so between a 9-30x speedup since last post #DesperadoEngine

Big boost in mock xr desktop performance today from doing android related work. This is doing a full render per eye, not Multiview. Also, this is a debug build with vulkan validation layers etc all enabled. 100+ fps improvement across all render modes. #DesperadoEngine

Huge improvement in xr performance today with #DesperadoEngine , plenty of work to do still. Definitely need gpu readback for those culled numbers to be reported in gpu section

Making good progress with #DesperadoEngine. More than doubled xr performance today. The pattern has been at least 10-20 fps improvement per feature/change.

I haven't talked about #DesperadoEngine in a while, but I'm still chugging along with it. My performance numbers aren't quite there yet, but I added some unreal style profiling stuff in today. It's finally coming along after I setup agentic project management for github.

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