We’ve just released an exciting preview Agility SDK which introduces Work Graphs, a way to enable more GPU autonomy by allowing shaders to dynamically generate additional shader workloads! This release also includes Wave Matrix and accelerated AV1 Encoding https://t.co/iRd25aWGVL
Hello friends! We have some fantastic news to share with all of you! For the first time, Obsidian will be offering an official summer internship program! If you want more news regarding this opportunity, visit our website here:
https://t.co/k7dpNyA99U
IMO it's pretty messed up that we're letting audio use an entire core when we don't even have our dev kits plugged into displays with functioning speakers. As far as we know, the game doesn't even have audio!
The most horrifying part of using source control is finding out how many years it has been since the unsafely multi-threaded code was checked into production
Small brain: work through the derivations, and figure out why the math doesnt work.
BIG BRAIN: Swap x with y, then z with y, and so on, and try randomly negating some values, until it works
🔥🔥🔥EXPERT GRAPHICS PROGRAMMING🔥🔥🔥
We're looking forward to other throwbacks to university learning beyond "Ray Tracing in One Weekend," perhaps "Software Rasterizers in One Weekend" and "Discovering all the unmentioned edge cases in that paper you were supposed to implement for your final project in One Weekend"
100% more authors for Real-time Rendering 4th edition, but unfortunately we must announce that "InternDept" will not be one of them
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@solid_angle we didn't have a clear vision of what the future of raytracing would look like, but then we kept shooting more rays and the artifacts started to go away.
Good to see the addition of DirectX Raytracing. We expect it to fit very well into the pantheon of DirectX features, just like geometry shaders and dynamic tessellation.