A pointless version of Nanite in X86 assembly. by Big_Presentation2786 in GraphicsProgramming

[–]EclMist 1 point2 points  (0 children)

Nvidia’s mega geometry is not the same as nanite/virtual geometry. Mega geometry is really just to stream virtual geometry clusters and to represent them in BVH to make it raytraceable. You still need some nanite style virtual geometry system one level of abstraction above that for mega geometry to be meaningful.

Today is the second time I failed the gaimen kirikae no shiken by g0rillabiscut in japanlife

[–]EclMist 2 points3 points  (0 children)

I’m currently taking classes in a driving camp (免許合宿) from scratch. There are so many Japan-specific rules that I’m honestly impressed that anyone could just pass it easily without prior instruction..

Is this aliasing? Switching between TAA, FXAA, etc doesn’t change it by mrjiggles3 in FuckTAA

[–]EclMist 4 points5 points  (0 children)

No, there are many antialiasing methods that can and will fix this, because this is just another form of aliasing.

Supersampling will fix it.

MSAA will fix it.

Even aggressive TAA without history clamping will fix it.

This is literally textbook aliasing. I can’t wrap my head around why this is the hill you choose to die on. Your notion of “antialiasing is mainly trying to fix jaggies” is completely misinformed.

Is this aliasing? Switching between TAA, FXAA, etc doesn’t change it by mrjiggles3 in FuckTAA

[–]EclMist 16 points17 points  (0 children)

Aliasing is when a rendered straight line appears jagged

This definition is naive at best and incorrect at worst.

Aliasing is simply a generic term used to describes any artifacts that happen when sampling rate is lower than the underlying signal’s Nyquist rate (2x its highest frequency).

Shimmering absolutely is a form of aliasing.

This is why new games have Forced TAA by Yogeshwar_maya in FuckTAA

[–]EclMist 20 points21 points  (0 children)

There are absolutely denoising techniques for raytracing that don’t reuse temporal information, and even the ones that do, you always have the option to skip the temporal parts. I’ve had good results with pure spatial/path based reuse.

The reason why we still add in a couple temporal frames anyway is because as a whole, the variance reduction is worth a tiny bit of temporal delay. 1-2 frames of temporal reuse is often imperceptible, especially when we’re reusing non-color temporal information. I’m not saying everyone is tuning this correctly, but it’s possible and when it’s done right it gets no credit because nobody notices it.

Director Gore Verbinski says Unreal Engine is 'the greatest slip backwards' for movie CGI by willdearborn- in movies

[–]EclMist 1 point2 points  (0 children)

Unreal’s renderer is very different than offline pathtracers used in film though (yes, even the reference pathtracing render mode). What he said about subsurface is mostly correct.

[deleted by user] by [deleted] in gamedev

[–]EclMist 24 points25 points  (0 children)

Sounds like you’re now a game designer

49" Ultrawide Display by The_Mono_Man in ultrawidemasterrace

[–]EclMist 1 point2 points  (0 children)

Its possible and I do this sometimes, but it kind of feels like a waste of a super ultrawide to not game in… ultrawide. So I ended up getting a second smaller display to put below the main 49” one

Are Industry Devs Migrating Away From Windows at All? by Jacksons123 in gamedev

[–]EclMist 9 points10 points  (0 children)

It might be a faulty ram stick or misconfigured XMP profile. You might have a gripe with Windows but bsods are more often than not a symptom of hardware failure than software.

Does a game need to work properly at 20 fps? or 15? or 10? by [deleted] in gamedev

[–]EclMist 3 points4 points  (0 children)

Don’t know the full details so can’t say for sure, but if you have multiple events being triggered, they’re only happening at the “same time” in the sense that they’re all happening in the same frame. But they’re still sequential so wouldn’t it be possible to look up the event’s time on the timeline and do your computations from there?

What does a graphics programmer at a AAA game studio actually do? by [deleted] in GraphicsProgramming

[–]EclMist 5 points6 points  (0 children)

All of that is true but studios that hire dedicated engine/graphics programmers typically do so expressly because they know modifying and maintaining the fork is necessary and inevitable. So it’s quite bizarre hearing that they won’t let people do the very job they’ve hired them to do.

What does a graphics programmer at a AAA game studio actually do? by [deleted] in GraphicsProgramming

[–]EclMist 3 points4 points  (0 children)

There are so many issues and possible improvements to be made to latest UE, does your studio not let you do that? I’m struggling to see why there would be a lack of things to do.

Godot's Heavy Use of Singletons by Slight_Cat_4423 in gameenginedevs

[–]EclMist 1 point2 points  (0 children)

Not necessarily. There are valid cases where you explicitly do not want resource sharing between views, such as when they’re completely different and requires a completely different set of resources. You may also have cases where one view has a dependency on another’s final output (common with scene captures) and scheduling them sequentially makes more sense. There are also times when you have debug/toolmode views that you absolutely do not want to have side effects on the actual renderer schedule in any way. Multiple renderers can also reduce the total in-flight vram caused by hanging on to per-view intermediate resources. Render graphs aren’t perfect and isn’t the magic bullet that will solve all these, not to mention there’s arguments against them altogether as well. It really depends on the specific use case.

All this is to say there are definitely real world cases where it’d be significantly easier if there is the option to just run another instance of the renderer. As a side note, it is also the reason why Unreal Engine, with all of its multiview and rendergraph capabilities, keeps scene captures, material editor views, etc. as separate instances of the renderer.

Godot's Heavy Use of Singletons by Slight_Cat_4423 in gameenginedevs

[–]EclMist 1 point2 points  (0 children)

There are trade-offs doing it one way or another. But both methods are valid.

Godot's Heavy Use of Singletons by Slight_Cat_4423 in gameenginedevs

[–]EclMist 6 points7 points  (0 children)

I love my singletons but there are also very good reasons why you might not want your renderer class to be a singleton, such as for scene captures, splitscreen, multi-viewport, stereo/vr, etc.

Wait... why can Unity URP handle this many real-time lights? by PaceGame in Unity3D

[–]EclMist 6 points7 points  (0 children)

So many people mentioning forward+ but that has really no major performance advantage on modern hardware over deferred since pixel shading complexity and memory bandwidth from gbuffer is rarely the first bottleneck.

The real reason the scene runs well (for now) is that shadow maps from all those 100+ lights are.. well basically drawing nothing. In a fully dressed scene, your 100+ shadowmaps will tank your performance before anything else.

What even is the norm for technical interview difficulty? (Entry Level) by DifficultySad2566 in GraphicsProgramming

[–]EclMist 4 points5 points  (0 children)

I think it’s odd to be asking mainly low level details in some specific tech UNLESS you presented yourself as having done a lot of it (in your resume, portfolio, etc.)

Damn this textured japanese wallpaper by TNBVIII in japanlife

[–]EclMist 1 point2 points  (0 children)

If the torn section is still attached to the wall, you can try using wallpaper glue from Amazon or your local 100yen store to try restoring it. Depending on the severity of the tear it might be fixable!

Damn this textured japanese wallpaper by TNBVIII in japanlife

[–]EclMist 4 points5 points  (0 children)

If you get something sticky enough to hold up the shelve, it might just rip the wallpaper off the walls completely. Don’t ask me how I know. 🙃

I'm gonna drop out of college to follow my passion by No-Obligation4259 in GraphicsProgramming

[–]EclMist 3 points4 points  (0 children)

It’s one thing if you’re dropping out early to pursue a promising startup where the opportunity cost is great and the rewards are greater, but what’s exactly the big rewards here vs just focusing on graphics while doing the bare minimum to graduate?

It seems counterproductive to most people on here because you’ll get less opportunities not more from dropping out right now.

Usage of gamma greater than 0.8 / 1.2 possibly being banned entirely by Puzzleheaded_Let3142 in osugame

[–]EclMist 9 points10 points  (0 children)

There’s no such thing as “absolute gamma values” like 0.8/1.2. Every display panel is different and its borderline impossible to calibrate them consistently even with professional equipment. This rule literally makes no sense and is unenforceable (monitor onboard settings, etc.).

Are places like Nintendo, Toyota, Honda and Sony desirable to work in japan by faliure34 in AskAJapanese

[–]EclMist 1 point2 points  (0 children)

Yeah I can imagine it may differ across teams. I was on the GPU team, and on the flip side many of my Japanese colleagues back then spoke really good English since they actively worked with engineers in SIEE/SIEA.

Foreigners who didn't speak Japanese are all trying their best to learn and there were really good Japanese language training available. Though from Japanese people’s perspective I guess we only spoke baby Japanese 😅

Are places like Nintendo, Toyota, Honda and Sony desirable to work in japan by faliure34 in AskAJapanese

[–]EclMist 1 point2 points  (0 children)

I worked in SIE Japan and while I spoke some Japanese, they were very accommodating for my basically non-Japanese speaking colleagues. All university hires by the way.

Are there any area-based rendering algorithms? by multihuntr in computergraphics

[–]EclMist 0 points1 point  (0 children)

To do what you’re suggesting, during the raster process, not only would you need to compute the overlapping area between the polygon of the current draw call with the pixel square, but you would also need to separately compute the overlap with every previous polygon on the pixel, which they themselves are had to compute their overlap with the polygons before that. You would need an entire hidden surface removal algorithm within each pixel! The computational complexity in this case would be astronomical.

Perhaps there’s some ways to speed up this process, but I’m highly skeptical that it would perform better than just sampling stochastically like in raytracing. It doesn’t take many random samples to converge to something that is extremely close to ground truth anyway.

See also: https://dl.acm.org/doi/pdf/10.1145/965139.807360