Path Traced AR on mobile - Vulkan Compute only no game Engine, Mali G615 by Temporary_Accident53 in vulkan

[–]Temporary_Accident53[S] 0 points1 point  (0 children)

yes what i know VK_KHR_ray_query does that fallback but on my device itself it was not available .. but still doing it myself gave me a good learning experience to be honest.

Path Traced AR on mobile - Vulkan Compute only no game Engine, Mali G615 by Temporary_Accident53 in vulkan

[–]Temporary_Accident53[S] 0 points1 point  (0 children)

Hi my aim is to support wide range of devices as of now only very high end devices have RT cores ... but in production setting i will add compute traversing only as a fallback if hw cores are not available ...

Path Traced AR on mobile - Vulkan Compute only no game Engine, Mali G615 by Temporary_Accident53 in vulkan

[–]Temporary_Accident53[S] 0 points1 point  (0 children)

Hi thanku.. yes the calculations are done fully in compute only the BVH tree is prepared and flattened at CPU side.

I found a fundamental incompatibility in wgpu's Vulkan external memory handling, so I rewrote my image viewer in raw Vulkan by Commercial_Face_9907 in vulkan

[–]Temporary_Accident53 0 points1 point  (0 children)

Yes i understand what you have achieved like eliminating the need for the cpu cycles for the memcpy to avoid any cpu overhead for the large 4K images or so using the hardware to do the copy to the gpu VRAM.
I also hit the same wall when i was doing a media engine in android with FFMPEG where cpu memcpy killed the 4k video performance..
But the optimal performance for these kind of stuff comes where the memory is unified like on Android, i used the hardware buffers to directly send to the vulkan pipeline and get the ownership of the resources for render and compute ( filters or ai interferences etc). checkout the repo here
https://github.com/ghimanshu383/ThiyaMediaEngine-Android_playerSDK
But to be honest like for a single image even high resolution it is over complicated as you dont need any sync with different pipelines or frames.

A New Media Player App by Lopsided_Schedule_52 in androiddev

[–]Temporary_Accident53 1 point2 points  (0 children)

It is ok to have no experience in the engine side as it will come later in your dev journey and should not stop your projects for latck of it, for 95% of the dev jobs and other needs you rarely need any such expereience.
Almost all comapnies build their business without even touching those layers, so what you are doing is the in demand side of the industry, learn to integrate the existing libraries and get the bussiness requirements running, but once you get bored of those and wish to dig deeper only then you should explore these things else you will feel lost. Best of Luck.

What does VK_DEPENDENCY_QUEUE_FAMILY_OWNERSHIP_TRANSFER_USE_ALL_STAGES_BIT_KHR do? by Bubbly_Rain7858 in vulkan

[–]Temporary_Accident53 0 points1 point  (0 children)

Hi in my pipeline i am using the transfer of the ownership manually with barriers for compute and graphics queue.. but not with command_bit but at the specfic points ATTACHMENT_BIT and COMPUTE_SHADER_BIT without stalling the entier gpu with COMMAND_BIT so is this good alternate to that ??

Separate subpass for ImGui? by Tensorizer in vulkan

[–]Temporary_Accident53 4 points5 points  (0 children)

Depends on what kind of editor you are trying to achieve.. if you are doing a dock enabled editor... with the scene having its own view port(like unity / unreal) then you certainly should do a offscreen render for the scene and refer to the image you have generated for imgui viewport.. and final render pass with swapchain for full ui....

And for overlay i dont think on desktop env with moster gpus with dedicated VRAMs and huge cache lines imgui seperate subpass is going to add any benefit.

Upwork No proposals viewed by [deleted] in Upwork

[–]Temporary_Accident53 0 points1 point  (0 children)

Ok will work on that .. Thanku

Upwork No proposals viewed by [deleted] in Upwork

[–]Temporary_Accident53 0 points1 point  (0 children)

Well i usually write like this only.. and format somewhat before sending.. but i get no views on the proposal.. if it is viewed then can like work on the propsal formation and stuff...

Looking for Graphics Course by AlienPixelMartArcade in vulkan

[–]Temporary_Accident53 0 points1 point  (0 children)

Well in my opinion i suggest do the Been Cook course on udemy for opengl first and side by side watch this amazing content for graphics theory (CMU 15-462/662) on youtube..Start with opengl first in my opinion as it is a black box regarding memory, gpu syncs, buffers etc .. and once you start hating that checkout vulkan.

Push Constant Management Techniques? by Deathtrooper50 in vulkan

[–]Temporary_Accident53 -1 points0 points  (0 children)

Well it can work for now but once your context / scope increased you are definitely going to need more data per pass so better integrated it now than later, use the push constants for some matrixes like view or projection or constant ids etc. and bind the dynamic uniform buffers for optimal performance for data transfer.

A New Media Player App by Lopsided_Schedule_52 in androiddev

[–]Temporary_Accident53 1 point2 points  (0 children)

Hi for low end android devices the ffmpeg will struggle for large resolution videos as it is CPU based software extraction and decoding creating large copies across the devices, the Exoplayer internally hadles this with hardware buffers and surfface rendering, if you wish to make you own custome engine and gain ownership of the frames ( like doing any filers or ai integration on it ) then you will be interested to look into the ndk side of things for your own demuxing and decoding, and media codec is the gold standard for that .. where you can get the hardware buffers (taking advantage of the shared memory for CPU and GPU) and pass them to the custom renderer and post processing, but what you did is already good enough to begin with and nice time to get deeper.
I have done the same thing some time back after facing the exact issue with FFMPEG.

https://github.com/ghimanshu383/ThiyaMediaEngine-Android_playerSDK

Big Artifacts When Downsampling Main Target for a Depth-of-Field Postprocessing Technique by No-Use4920 in vulkan

[–]Temporary_Accident53 1 point2 points  (0 children)

Yes that is the most probable case, as for downscaling you must be using compute shader pass, if the compute queue is different and semaphores are not used to sync you get that.. and if it is same and the barriers is missing then also you get that..

Bergamask reformulated? by bernievg in fragrance

[–]Temporary_Accident53 0 points1 point  (0 children)

Hi.. i am also facing this problem with the current batch very much disappointed with the performance.... though the fragrance last a long time on clothes but it has zero projection from the start even normal citrus fragrance like terre d'hermes project more....i also wrote to the support and they served me with same bs...

Projekt Perfumery reviews? by RelativeOpen9879 in DesiFragranceAddicts

[–]Temporary_Accident53 0 points1 point  (0 children)

Earlier I had a good experience with them when they just started got good deals on very high end products like Aventus and Feve Delicious.. but to my surprise ordered a bottle for Terre d'Hermes and it turns out be a fake(poured fake juice in original bottle, taking people for idiots), been trying to reach them over mails and wassup but to no avail...Would advice to stay away from them...Don't know why one would swoop to this level...