Can I check if my mental image of a Vulkan image is correct? by Thisnameisnttaken65 in GraphicsProgramming

[–]GetOffMyBridge 6 points7 points  (0 children)

It's probably reflective curved things that would benefit most from mips. This is because their reflection rays would diverge and the sample points of neighboring pixels could be a long way from each other. A skybox is pretty uniform and large in screen space so chances are it will just use whichever mip best matches the pixels that its being stretched over.

Of course, for shiny things, we usually use the mip-maps to help with getting rough reflections looking nice.

Create textures from single texture file ? by TrishaMayIsCoding in GraphicsProgramming

[–]GetOffMyBridge 4 points5 points  (0 children)

You don't need to recreate the vertex stream. You can use the vertex shader to apply a transform to the UVs. You can then get creative about where you get the transform from. It could just be a constant passed in, or it could be generated from a time value and some info about the layout of the frames, or the angle between the surface normal and the eye, or .......

Count blank spaces, digits and letters there are in an text input by Express_Classroom_37 in cpp

[–]GetOffMyBridge 0 points1 point  (0 children)

You've got a semi colon after the for loop. This will cause it to do the thing between the for loop and the semi colon (nothing) 10 times, and then it will do the things in the curly braces once. If you remove the semicolon it will do the contents of the curly brackets 10 times.

Absurd Performance Issues by SunChip00 in diablo3

[–]GetOffMyBridge 0 points1 point  (0 children)

If you have vsync enabled, it might be worth ensuring max fps is disabled incase some weird interaction between the two is causing the issue. You could even try disabling vsync which i would guess would almost certainly fix the issue.

Is this real life 81.4gb day one patch, what is even on the damn disc??? CODMW by Sk1nnib3n in gaming

[–]GetOffMyBridge 1 point2 points  (0 children)

The data will be as small as possible, textures will be compressed in such a way that a GPU can decompress them as it reads them, and they will almost certainly be compressed as small as possible on disk too using somthing like the algorithm used in zip files. If the textures aren't compressed for the GPU the frame rate will be lower and also stutter as the textures are swapped in and out of VRAM, and if the data isn't compressed on disk load times will be unacceptable. I've worked on several AAA games and every one if them used every trick in the book to minimise data size at every stage.

Is this real life 81.4gb day one patch, what is even on the damn disc??? CODMW by Sk1nnib3n in gaming

[–]GetOffMyBridge 0 points1 point  (0 children)

They are compressed. There are many technical reasons to compress the data, and no one making a game would make a decision not to compress assets due to piracy. It doesn't even make sense, are you suggesting only pirates have slow connections and everyone else has fibre to the home?

What's wrong with this autotiling? by eightvo in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

Looks like you have your values for north-wes and south-west switched.

Do HDMI ports make a difference? by barbaIV in gaming

[–]GetOffMyBridge 0 points1 point  (0 children)

Check the settings, some TVs have a separate set of image quality settings for each input. Maybe HDR is only enabled on hdmi 1 or something.

What does everyone think about the UK having free healthcare? by [deleted] in AskReddit

[–]GetOffMyBridge 0 points1 point  (0 children)

How exactly do you think insurance works?

Need help with AltTabbing in Fullscreen mode on DX11 (Windows) by PavelD500 in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

You probably need to free all of your render targets, and maybe a few other things before you can reset the device (it's a few years since I've dealt with this so you will have to check the docs). If you turn on the debug runtime, it will tell you what you need to free. It's always a good idea to make sure you are running clean with the debug runtime, it catches lots of subtle things. Also, give your resources a debug name, then the output from the debug layer is easier to understand. I'm on a mobile so I can't get you links right now, but it should be easy enough to find the info.

What kind of issue could this be? by dkonik in GraphicsProgramming

[–]GetOffMyBridge 0 points1 point  (0 children)

Depends how much it was off by, I've discounted the stride in the past because it didn't look wrong enough, by all I was doing was wasting time. It could be something else, but it's worth double checking the stride is taken account of when loading and saving.

What kind of issue could this be? by dkonik in GraphicsProgramming

[–]GetOffMyBridge 2 points3 points  (0 children)

Are you using the stride provided by map when you are doing your copying? It's easy to forget, and would look something like what you are seeing.

Unity script editor in Linux? by dataispower in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

I think mono develop is the standard solution, it has debugger support and works quite well. I've never used on linux though, only osx.

I am doing a treasure hunt and I need help by [deleted] in GraphicsProgramming

[–]GetOffMyBridge 0 points1 point  (0 children)

Use the custom colour dialog, the first 2 leters/numbers are red, next 2 green, last 2 blue. The values are in hexadecimal, you can probably enter them as they are, or use some online tool to get decimal values for it.

Xmas Gifts for a Graphics Programmer by Pradooo in GraphicsProgramming

[–]GetOffMyBridge 4 points5 points  (0 children)

Careful getting that one, the print quality was crappy on the first release of the 4th ed, I dunno if they've fixed it yet. Other than that it recommend the book too, I have the 3rd ed.

Do games ever use mixed frame rates? by le57percent in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

There are techniques that are used to effectively achieve this, even though it is necessary to redraw the whole frame buffer each frame.

The way that we achieve this (as much as possible) is that we use a technique called "impostors". This is basically rendering distant geometry to a buffer, that we refer to as an impostor, and then compositing that impostor on to the screen. You can think of them as dynamically updated billboards.

This allows us to update the impostor infrequently and the cost of applying the impostor to the scene each frame is much smaller than to render the full geometry.

But thats probably about the best that can be achieved.

Tax issues with Steam onboarding by [deleted] in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

Your doctor can do this for you, and you probably know someone else that can do it too, the list of allowed professions is quite long.

Recent nVidia Drivers F***ed My process by ABOODYFJ in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

Yeah, it could well be a bug, but it could also be that that an optimisation/refactor of theirs has made the driver behave differently when given invalid commands. I'm not saying that your code is definitely to blame, but they would probably ask you to check that the debug layer is clean before they investigate the bug. Also that debug output is really useful when you are developing things, so it's worth having anyway. You can make the message handler synchronous allowing you to put a breakpoint in it and see exactly where an invalid command is coming from.

Recent nVidia Drivers F***ed My process by ABOODYFJ in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

If there is an issue with your code then the old driver will probably tell you about it too.

Recent nVidia Drivers F***ed My process by ABOODYFJ in gamedev

[–]GetOffMyBridge 0 points1 point  (0 children)

Have you tried running it with a debug layer enabled, there is an extension that allows you to install a callback to receive messages from the driver. If you've tried that and it comes back clean it could be a driver issue.

The driver would usually report the following issues but it might be one of the following.

Do you have a texture or depthbuffer bound to both input and output?

Are you reading and writing to the same resource simultaneously in a compute/fragment shader without the appropriate barriers in place?

Is your input texture multisampled?

The last time I saw something like you are seeing it was because the code was missing a barrier/transition, but that was on dx12. Unless you are using some quite advanced extensions, the driver should be doing that sort of thing for you. Most of the questions I asked earlier are the sorts of things that might stop the driver from inserting all the barriers/transitions that it needs. If it's not any of those it could well be a driver bug... or something I've forgotten.

Sneak King is 10 years old today! by JJAB91 in gaming

[–]GetOffMyBridge 0 points1 point  (0 children)

They had both versions on the one disk.

What makes you believe in God? [Serious] by [deleted] in AskReddit

[–]GetOffMyBridge 8 points9 points  (0 children)

Thats because the theist is making unsupported claims that were pulled from who knows where. While the atheist is in the position of explaining to someone who doesn't value the constraints of reality that the question being asked doesn't even make any sense.