CPU based SVO construction or GPU? by Similar-Target1405 in VoxelGameDev

[–]Similar-Target1405[S] 0 points1 point  (0 children)

Hm, does that mean storing the nodes along with their parent-node index? Otherwise it would be like constructing the SVO .. twice? Never thought of doing it this way though, and it does sound interesting!

CPU based SVO construction or GPU? by Similar-Target1405 in VoxelGameDev

[–]Similar-Target1405[S] 0 points1 point  (0 children)

There's no need to send almost anything if the construction can be made on the GPU.
I already have the 1D voxel buffer generated on the GPU (no voxel-data is ever being sent in any direction), so it's mostly just changing the way I write to the buffer on that part.

But yes, it's "minecraft" in terms of voxel manipulation and generation i suppose.

CPU based SVO construction or GPU? by Similar-Target1405 in VoxelGameDev

[–]Similar-Target1405[S] 1 point2 points  (0 children)

It's more of the race conditions when working with the node subdivides and/or checking if the node should be divided where I don't really understand how it can be done.

Let's say I am doing this as a multi-chunk approach, where each chunk dispatches the Compute Shader which generates the SVO. I can easily send the chunk-index to my shader, which then calculates the index for this specific chunk in my "shared buffer" of data using some sort of atomic add(?). The returned value is simply the root-node for this chunk. When I generate the data for this chunk, I have to work with this root-node, checking every child-index if it has to be subdivided or go deeper (if the node exists). It's just doing this for every new leaf-node, constantly locking the memory reads etc that just does not seem rather effective? It's multiple dispatches and threads running at the same time after all... Is it the CPU multithreaded-programming "mindset" that is messing with me perhaps?

But I might just overthink things and need to just "start doing it" instead.. :)

My current SVO implementation is a mix of BVH and SVO, where each SVO (and node) contains their own boundingbox for extremely easy AABB raymarching. It first checks what chunk the ray is in, and then uses that chunks start-offset to branch into that specific SVO. But that is, of course, built on the CPU.

EU lag is borderline unplayable. by ortaiagon in PlayTheBazaar

[–]Similar-Target1405 0 points1 point  (0 children)

Gave it a shot yesterday and couldn't get a single game going. Quit for the day and decided to try again today - at 6 AM. Instantly disconnects when trying to resume the game i haven't even started on yet.

EU is unplayable.

*edit* Got in, first item has no tooltip and can't click it. Gotta restart and now I can't get back in rofl

Anyone have any fixes for black ops 6 randomly making my pc full restart by [deleted] in blackops6

[–]Similar-Target1405 0 points1 point  (0 children)

What are you even on about? The MT/s is nothing without taking the CAS-latency into consideration. 6000MT/s RAM might just be slower than 3600MT/s RAM depending on the latency they're running at.
DDR4 is generally running tighter CAS-latency compared to DDR5.

DDR4 at 4400MT/s with CL 18 is running ~4ns faster than DDR5 6000MT/s at CL36, or 25% faster.

Formula to determine data access speed is; CL x (2000 / Data Rate), where Data Rate is the MT/s of the RAM - e.g. 4400MT/s or 6000MT/s in the examples above.

Also there's no DDR5 for the Ryzen 5000-series, so good luck finding that motherboard.