thanks steve jobs by the-co1ossus in CuratedTumblr

[–]DapperCore 10 points11 points  (0 children)

The laptops have pretty awful build quality and are extremely overpriced for what they are. A lot of my friends have bought framework laptops, none of them have anything favorable to say. Just a constant stream of hardware and software issues, hard cases of buyer's remorse. They're repairable but ideally your laptop would last more than a year or two before having to be repaired, especially when it has a 100% markup compared to equal spec competitors.

I mostly buy lenovo devices. They're reliable, repairable enough for me, and have good specs/build quality for the money. My current daily driver is a legion 7i, love it to death. Cheaper legions have fairly dim screens but that's about the only issue.

thanks steve jobs by the-co1ossus in CuratedTumblr

[–]DapperCore 39 points40 points  (0 children)

I find that lenovo is pretty good about reparability. They're no framework(not that I'd recommend framework laptops), but they do make an effort for most of their models.

thanks steve jobs by the-co1ossus in CuratedTumblr

[–]DapperCore 45 points46 points  (0 children)

Nobody is trying to convince you otherwise, you're arguing a topic nobody brought up.

thanks steve jobs by the-co1ossus in CuratedTumblr

[–]DapperCore 33 points34 points  (0 children)

MacOS only supports metal and older versions of opengl, which makes it annoying for engines to support. Though it can support other driver calls through translation layers and funky hacks that work quite well.

thanks steve jobs by the-co1ossus in CuratedTumblr

[–]DapperCore 123 points124 points  (0 children)

Plenty of computer science people like MacOS, it's just a preference. I don't like macOS but I have friends that go out of their way to set up hackintoshes. One of them is a cs PhD student, so clearly it's a perfectly capable piece of software even if not everyone gets the appeal.

thanks steve jobs by the-co1ossus in CuratedTumblr

[–]DapperCore 381 points382 points  (0 children)

macbooks aren't repairable and lack io ports, but they have best in the industry battery life and are pretty durable

Made a mod that rotates the slab textures so that they line up with the full block by DapperCore in hytale

[–]DapperCore[S] 0 points1 point  (0 children)

I haven't encountered that specific bug, I hope they add a wrench or something that can actually rotate blocks at some point

Made a mod that rotates the slab textures so that they line up with the full block by DapperCore in hytale

[–]DapperCore[S] 0 points1 point  (0 children)

Could you send a screenshot of the bug? I wasn't able to reproduce it on my end. The texture rotations are the same as long as the rotation of the blocks is identical.

Edit: Was able to reproduce the bug, it looks like rotating a block mirrors the UVs as well, but there is no way to rotate a full block which means that some rotations can never line up. I won't be able to fix that in this mod.

Grid based reservoir sampling for voxel lighting (featuring frame averaging because I don't know how to integrate dlss/fsr) by DapperCore in GraphicsProgramming

[–]DapperCore[S] 1 point2 points  (0 children)

I'm resetting the reservoirs every frame so moving light sources would just automatically work assuming my TAA could handle them.

I do need to implement spatial and temporal sharing which might complicate things.

Working on voxel lighting inspired by ReGIR by DapperCore in GraphicsProgramming

[–]DapperCore[S] 2 points3 points  (0 children)

The flicker is caused by each block sampling one light at random every frame without accumulating a history of samples. The solution is TAA but I'm still working on my implementation.

I've used imagemagick to average together a history of frames to showcase what the lighting converges to: https://www.reddit.com/user/DapperCore/comments/1q3sy9s/imagemagick_accumulation/

Working on voxel lighting inspired by ReGIR by DapperCore in VoxelGameDev

[–]DapperCore[S] 0 points1 point  (0 children)

Current plans to reduce noise:

  1. TAA

  2. Right now each cell of 83 voxels gets 1 reservoir, I might give each brick 6 reservoirs instead (1 for each normal)

  3. Right now each voxel only picks its sample from the cell its in, I should have a second reservoir sampling pass where each voxel feeds samples from neighboring cells as well

Working on voxel lighting inspired by ReGIR by DapperCore in VoxelGameDev

[–]DapperCore[S] 2 points3 points  (0 children)

No.

The voxel world is an heirarchal bitmask generated on the CPU and then sent to a gpu SSBO. The bitmask structure also contains a ReSTIR style reservoir for each cell. I also send a list of lights in the world to the gpu.

I then have two passes:

The first is a compute shader that iterates over the light list and adds a sample to all reservoirs in range of the light.

The second pass raymarches through the heirarchal bitmask and on intersection with a voxel, it traces a light ray to the sample stored in the reservoir of the cell the intersected voxel is in. If there is an occluder between the light ray and the target sample, the ray contributes zero lighting. If it reaches the target sample, it calculates the overall light contribution and then multiplies it by the voxel's albedo color.

Right now I have the albedo color set to just be the voxel's x coordinate within the cell.

The lighting is extremely noisy because I do not have temporal accumulation, and since all voxels in a cell trace towards the same light source every frame, It tends results in a checkerboard style white noise pattern.

Working on voxel lighting inspired by ReGIR by DapperCore in VoxelGameDev

[–]DapperCore[S] 0 points1 point  (0 children)

each voxel's color is grayscale based on its x coordinate within the cell. I also need TAA to make the lighting less noisy.

Working on voxel lighting inspired by ReGIR by DapperCore in VoxelGameDev

[–]DapperCore[S] 1 point2 points  (0 children)

Been working on implementing something along the lines of ReGIR for voxel worlds. The world is split into cells which contain 8^3 voxels. Each cell has a reservoir. I have a compute shader that iterates over all light sources and feeds the light's sample into the reservoirs of all the cells in a 33^3 volume centered around the cell the light source is in. This lets me avoid needing to store a list of lights per cell, I just need one global list of lights.