We are hiring a passionate senior performance engineer for the ARM ecosystem.
Interested in CPU/SoC performance and efficiency?
Comfortable on Linux and Windows?
Enjoy hands-on work as well as advising internal teams, and external partners?
https://t.co/sRXMDmiqSA
Just released: A modern #Vulkan (1.3, maintenance 6) sample app showcasing current best practices—all in a single, easy-to-read file. Great for learning, modernizing, or enhancing your Vulkan projects!
https://t.co/mIvUBGRmSW
@miketuritzin If you ever feel like looking into mesh shaders, here is something similar, encoded the vertex/visible face relationships in a few magic bits
https://t.co/GpHOFpxl11
Pushed a bigger update to support VK_EXT_device_generated_commands. It comes with many ways to compare different approaches to passing per draw state, binding shaders and generating the draw calls
Atm requires the latest NV Vulkan Beta driver to work.
https://t.co/UGkWeZ8TGg
Made some octagonal impostors for these trees. Might seem like overkill for such a stylized look, but they're a lot more stable when rotating the camera than all other billboard solutions I've tried, which is kinda important.
meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations.
Thanks to Valve for sponsoring most of the work on the core library in this release!
https://t.co/S8JUJW6Dha - If anyone wonders what is possible pushing the NES to it's limit using advanced in-cartrige logic, it's being done here. Absolutely amazing.
@rianflo@SebAaltonen DGC can address a wide range of implementations/hw shipping today and given a subset existed in dx12 for years, it is important to close the gap. This doesn’t mean the evolution of devices creating their own work has stopped, just those alternatives are at earlier stages still.
@rianflo@SebAaltonen Depends on what you mean with “this”. EXT DGC has to run on multiple implementations and help provide compatibility to DX12, therefore the existing abstraction of a layout defined on host was the most portable. I’d think the API function footprint was kept low.
This is amazing! I wish I could have worked on this demo. Just so cool. Hats off to everyone who did.
1000s of dynamic shadow casting lights in real-time on a PS5!
https://t.co/klFJ4ErUNg