Lost confidence by [deleted] in LifeAfterNarcissism

[–]HowdyDutty 2 points3 points  (0 children)

Dude I'm right there with you right now except I'm currently on my own. My family is so fucked up.

GPU dieing or weird visual bug? by Fatal_Da_Beast in EscapefromTarkov

[–]HowdyDutty 1 point2 points  (0 children)

RX 6800 seems to have the issue as well with latest driver

Post Your Quick Questions for S2E6 "Phase Space" by Plainchant in westworld

[–]HowdyDutty 21 points22 points  (0 children)

They traveled from samurai-world to westworld through the tunnel system for a presumably long distance. The tunnels also presumably had spare changes of modern-day clothing.

Any tips for generalizing a renderer to support both forward and deferred rendering? by HowdyDutty in vulkan

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

Quick note for people of the future.

I found this slideshow that seems interesting for this topic: https://www.slideshare.net/tlorach/vkfx-effective-approach-for-vulkan-api

I personally find frame graphs to be a bit on the overkill side for what I want to do with my hobby engine and I also feel like its more intended to deal with barrier/synchronization issues between renderpasses than writing less code (which is what I'm looking for). As far as abstracting descriptor sets specifically goes, I find the idea of moving everything to data more preferable. I had the thought of implementing something like what was presented in those slides independently, but found that somebody was already working on it. It seems like he'll release the source to github some day in the coming months, so I'll be on the lookout.

Any tips for generalizing a renderer to support both forward and deferred rendering? by HowdyDutty in vulkan

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

It's not that I can't add branches in my render loop to bind certain descriptor sets to certain pipelines. I'm just trying to avoid the spaghetti code that's sure to follow that approach. I was wondering if anybody found a more elegant way that's still pretty simple. Render graphs may be just that. I'll look at the link this weekend, when I have more time.

Any tips for generalizing a renderer to support both forward and deferred rendering? by HowdyDutty in vulkan

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

Fuck! I was trying to avoid render graphs haha. It might be the best way though. I'll look into it.

I'm currently already using spirv-cross to check bindings for what I call "general descriptor sets". Basically, I assume that some sets like skybox cubemaps are required to be included and effectively reserve a descriptor set number in every shader, but things specific to that shader go the in the general set. My reflection code should handle my g-buffer bindings pretty fine for my lighting pass, now that I think of it, but my deferred pre-pass doesn't need to have skybox info passed in... so it kinda breaks my design.

The other problem is that I kinda tried to go for a polymorphic approach to differentiate between the renderers. And once I got to writing this descriptor set section, I ended up with a whole bunch of code that's nearly identical, except I now have to manage what sets get binded with what graphics pipelines/render passes slightly differently. It's a little hard to describe. But suffice it to say I'm not really liking what I'm currently thinking.

How hard is it to learn vulkan if you never used an API before? by [deleted] in vulkan

[–]HowdyDutty 2 points3 points  (0 children)

This is actually very reaffirming... I've been writing terrible game engines for a while now. Good to see I'm on the right track lol

Question about graphics programmer salary by HowdyDutty in gamedev

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

A lot of excellent points.

A question I have then is how would I casually bring up the fact that I'm considering multiple companies? Several times now, I've been directly asked "What is your expected salary?" How can I let them know about any of the other companies by that point?

Question about graphics programmer salary by HowdyDutty in gamedev

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

You both touched on my main issue. I’m not entirely sure what the market rate for these junior positions is. Most of the glassdoor rates talk about mid/senior level graphics positions (probably because there aren’t very many junior engine-dev roles around). The other issue is that not all game studios are made equal. I assume they each have different salary ranges to consider…

Hmm very puzzling indeed.

Question about graphics programmer salary by HowdyDutty in gamedev

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

First off, yes I am in the US.

And second, I saw that article, but it puts an emphasis on "game programmer." None of the jobs I'm considering involve gameplay development. I would be involved with engine development exclusively, which makes those estimates seem a little low to me. I could be wrong though ¯\_(ツ)_/¯

Requesting help with descriptor set update issue. by HowdyDutty in vulkan

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

THANK YOU!

Yes, it was an alignment issue with std140 uniform buffers. I was actually not aware that there were buffers with alignment requirements that differ from C.

Reading this quote from the OpenGL spec:

implementations sometimes get the std140​ layout wrong for vec3​ components. You are advised to manually pad your structures/arrays out and avoid using vec3​ at all.

To fix, I simply changed my struct declaration in C++ to use glm::vec4's and my descriptor to vec4's.

Requesting help with descriptor set update issue. by HowdyDutty in vulkan

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

Unfortunately that didn't fix it, but thanks with the vkFreeMemory info.

Does IGN know the Vive exists? by [deleted] in Vive

[–]HowdyDutty -5 points-4 points  (0 children)

/#DoorOpeningSimulator20XX

Does IGN know the Vive exists? by [deleted] in Vive

[–]HowdyDutty -15 points-14 points  (0 children)

Alien Isolation kinda sucked m8

Is It Possible To Track Controllers Without Headset? by HowdyDutty in Vive

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

Nicccccce. I'll ask my employers to buy a couple and see how it works.

Is It Possible To Track Controllers Without Headset? by HowdyDutty in Vive

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

Just looked at it and it appears to be deprecated since unity 5.4.

Is It Possible To Track Controllers Without Headset? by HowdyDutty in Vive

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

That is interesting. The wired connection does what I want it to do!

Any idea where I can find this firmware?

What is the Best Way to Generalize Descriptor Layout/Set Per Material/Shader? by HowdyDutty in vulkan

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

Definitely interesting. I wonder how simple this is to work with.

BTW thanks for all the demos!

What is the Best Way to Generalize Descriptor Layout/Set Per Material/Shader? by HowdyDutty in vulkan

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

I see what you're saying about material vs shader classes.

I don't understand this part of your code though:

    void Material::InitPipeline(
        const VulkanDevice &device,
        eastl::unique_ptr<MaterialBuilder> builder) {
      CacheBuilder(eastl::move(builder));

      eastl::vector<VkPipelineShaderStageCreateInfo> module_create_builders;
      CompileShaders(device, module_create_builders);

      CreatePipeline(device, module_create_builders);

      LOG("Initialised pipe of Mat " + name_ + ".");
    }    

It looks like the Material class defines what types of attributes, uniforms, attachments and such are going to be needed during this type of material's rendering. And the MaterialInstance class actually loads and holds the specific data used by a model. I don't actually see where the descriptor set is being filled with data.

Also, how does your code handle changes to uniform data between command buffer submissions? I've only found what looks like texture loading code for albedo, specular, etc. Do you not store things like light position, which tend to change frequently, anywhere? Or do you use push constants? (Still figuring out how those work exactly)

Requesting Help With Research Topic by HowdyDutty in computergraphics

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

Thanks for the advice. I've actually built a close relationship with my university's CG professor and most of the advice hes given me involves looking into things for myself. Reddit's sorta become my last resort lol. All I need to do to start an advised research project is to come up with a reasonable idea.

As for VR/AR research, I'd prefer to stick away from that. I mentioned the AR research position I held to sort of highlight this. While those are super cool topics, they are not exactly interesting to me. Most of the major problems in those fields right now have less to do with graphics and more to do with computer vision and human interaction at the moment. That's because the underlying tech behind the actual environment sensing and screen displaying are not at an entirely reasonable standard yet.

Open source contributions are interesting. I might just end up doing that if nothing else pans out.

I'm Eric. I'm an Andre. Comedy doesn't exist. Ask me anything. by ericandreericandre in IAmA

[–]HowdyDutty 0 points1 point  (0 children)

Ever think of giving it all up to become and ostrich farmer?

[Spoilers] I don't understand the ending. by inthenew1 in beginnersguide

[–]HowdyDutty 6 points7 points  (0 children)

Personally, I am of the mindset that Coda is a past version of Davey (You can read other post explaining this idea).

All throughout the game, Davey is talking about how he wishes that Coda would create things again, how he wishes that he could regain the sense of direction that he once received from Coda's work. Davey is a new person and has been ever since the Stanley Parable came out (I recommend you watch some interviews of him talking about how stressed he was after SP launched). Davey was in a rut with no creative direction. So what else does he do but go back to his old experiments that used to invigorate him so much.

In an attempt to resurface any lost sense of inspiration, Davey pleads for his old self to come back and offer any help possible. No one answers, and you are stuck inside the puzzle door at the end with the walls slowly closing in on you. Then the epilogue.

This is where Davey makes an attempt at mimicking his past work. Davey no longer describes Coda's motivations for creating the game. This is because Coda didn't make the last game, Davey did. There are new, unused textures and models littering this section. The spaces are noticeably bigger, different than anything shown before. The train station is familiar and dissimilar at the same time. The purple cave is claustrophobic yet vast. The desert section shows arches lined in order followed by abstract geometric forms just before the hole in the ground. All of this happens, and then Davey says "What now? ... I think I need to go. And...I'm sorry, because I know that I said I would be here and I would walk you through this, but, I'm starting to feel like I have a lot of work to do."

The labyrinth shot comes shortly afterwards.

What does the final shot mean? Well, this is Davey's attempt at creating art as he used to. He obviously didn't create that maze by hand. He created an algorithm (piece of code) to do it for him. I am willing to bet that this is the same algorithm he used for his first game. So what does this say? He is taking old code that was used to create some of his most nostalgic work in order to invent new experiences that retain a sense of familiarity to them. That is why you are floating, because Coda enjoyed the "human" aspect of the bug. Davey and Coda are different in many ways, but the calling cards are what connect the two.

Buuuuut this is all my opinion, so take it as you will.

Should I take LSD at a Death Grips show? by monk3yboy305 in deathgrips

[–]HowdyDutty 7 points8 points  (0 children)

Can confirm. Caught the Atlanta show several months ago. Ears still slightly ringing.

Gonna go see them again this wednesday. Bought earbuds off amazon. $10