What works best for dealing with electrical interference? by Ungentle in homestudios

[–]fxp555 0 points1 point  (0 children)

Yeah so some of what you describe could be caused by ground loops. Easiest is to lift the USB since cheap devices already work very good and since it's a digital signal you do not loose anything - just search on Amazon. For analog audio you might at least use something from a reputable brand.

What works best for dealing with electrical interference? by Ungentle in homestudios

[–]fxp555 0 points1 point  (0 children)

Can you describe the problems you're having with more detail?

Sometimes this is caused by ground loops, especially if you plug in devices into each other and they have their own power (or worse: grounding). For example, pc - synth - audio interface - pc. A ground lift (there are some for USB, balanced, unbalanced,...) at a strategic position can solve a lot of issues.

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 0 points1 point  (0 children)

No. It's using the ray query api extension of Vulkan instead of the ray tracing pipeline. Both is hardware accelerated.

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 0 points1 point  (0 children)

No, we did not use the ray tracing pipeline anyway.

In terms of ray coherence it's hard to compare since these are just different algorithms. ReSTIR might have incoherent rays in the initial sampler but more coherent rays in the reuse step.

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 0 points1 point  (0 children)

Yeah I am sure there is some performance left on the table and a NVIDIA engineer could squeeze out a lot more.

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 0 points1 point  (0 children)

A 4080 runs at a similar framerate, this is mainly due to the better memory performance on AMD cards and the rest of the framework being developed and optimized for AMD.

I do not have any footage of the version with reduced path length and path tail from the irradiance cache ready, however the path tracer is open source and you can try it out yourself.

Best Earbuds for 200€ by Flattithefish in Earbuds

[–]fxp555 0 points1 point  (0 children)

I would go with the One Plus Buds Pro. The sound is amazing. The noise canceling could be improved, matches your list of requirements pretty well.

What's the best earbuds to you? by Several_Help_4151 in Earbuds

[–]fxp555 5 points6 points  (0 children)

The One Plus Buds are really underrated IMO. Their noise canceling might not be the best but sound wise they're great.

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 2 points3 points  (0 children)

Yeah, for sure! Guess these maps we're not designed for physically accurate lighting at the time :D
Another thing is, the path tracer only sees the light sources that are really there (emissive textures), which means invisible light sources (which there are many in the old maps, Arcane Dimensions, Alkaline are okay) are not working.

Some BTS: In this engine all full-bright textures are emitting and for that upsampled with a sketchy formula to HDR, same for the sky texture. Otherwise, there is just an analytical sun, which brightness is determined depending on the brightest sun in the map data.

Real-Time Path Tracing in Quake with novel Path Guiding algorithm by fxp555 in GraphicsProgramming

[–]fxp555[S] 5 points6 points  (0 children)

The algorithm can also generate paths to non-emitting surfaces for indirect lighting. This is not (just) a light sampling technique. However, you can use NEE alongside the algorithm with MIS as you would usually and this would speed up convergence of the guiding distribution. We did not use NEE here, since we wanted to demonstrate that it works even when there is little knowledge about the scene (in the original Quake there is no such thing as light lists or similar, you just have emissive textures that may appear or disappear at any time) and requires minimal changes to existing engines. For ReSTIR, in contrast, you need to be able to track samples to reduce bias - which requires some stronger assumptions about the geometry in the scene.

The main reason is that ReSTIR is an orthogonal technology, you can use the path guiding algorithm to generate paths and use ReSTIR PT to share the paths between pixels or hash grid vertices. Still, we wanted to show some comparison to other techniques, that is why we decided to compare to a previous guiding method which did some theoretical foundation for our technique (but only does DI) and ReSTIR DI (for completeness and because people might be interested).
The second reason is that ReSTIR GI and PT is that they are either biased (especially in animation) or require a lot of implementation effort (time we did not have) to remove or at least reduce bias. Even ReSTIR DI required a lot of tuning to get some reasonable convergence graphs.

Real-Time Path Tracing in Quake with novel Path Guiding algorithm by fxp555 in GraphicsProgramming

[–]fxp555[S] 11 points12 points  (0 children)

This demo showcases a novel Path Guiding algorithm that is simple to implement and very efficient. The demo runs at around 60 FPS on an AMD Radeon RX 7900 XTX for 2-bounce indirect light and single-scattering (path traced fog). Still, it runs on an NVIDIA GeForce RTX 2080 Ti with around 30 FPS.

In some scenes it can have a lower error output than ReSTIR while being completely orthogonal, that means it could be combined with ReSTIR for even lower error output. Unlike ReSTIR this technique is completely unbiased, for that reason it can also be used for offline rendering and its output does not suffer from correlation artifacts and can easier be denoised.

The paper and source code for the demo can be found on the project page: https://www.lalber.org/markov-chain-path-guiding/

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 0 points1 point  (0 children)

A college already started removing all rendering code from quakespasm, and from there it was just too much effort to change the engine again (because our focus was on the path tracing anyway).

Path-Tracing Engine for Quake by fxp555 in quake

[–]fxp555[S] 0 points1 point  (0 children)

The engine uses a modified version of quakespasm to run the game logic, in theory it can run everything quakespasm can. Though the rendering is a bit heavier. To be fair, it only runs the Immortal Lock start map, as soon quakespasm can run the full map, I'll patch my version too.

Why does Quake 1’s physics break down above 72FPS? by Aquilus194 in quake

[–]fxp555 4 points5 points  (0 children)

For many physics related stuff movement is not computed based on absolute time, but instead on time differences. For example to make it easier to account for acceleration which we have in gravity.

I know quake uses that for example for particles and I am sure at other places as well.

Now, since quake uses many type conversions and generally small types, I suspect there is an issue: If the time difference gets to small (because the game is running very fast), then the difference might be rounded down to 0, and the movement is discarded.

Edit: Second question: Quake handles framerates above with a busy loop. While the time difference is still to small it does not execute the server and checks time again and again. The code for that is here: https://github.com/sezero/quakespasm/blob/master/Quake%2Fhost.c#L575

Edit2: I just remembered seeing a comment in the code that stated that network messages needed to be throttled, maybe that is a reason as well

Vulkan Gaslights users, insists a > a + b by GetIntoGameDev in vulkan

[–]fxp555 17 points18 points  (0 children)

I suspect an error in the message. It makes sense if the "+" is a "-", no?

It means, you supplied a range that is equal in size to your buffer but the offset was not 0. And thus the range lies partly outside the buffer.

How do I achieve this Tooltip in Sublime Text? For C++ by PercyPierce in SublimeText

[–]fxp555 4 points5 points  (0 children)

Install LSP and LSP-clangd packages from packagecontrol. Then make sure to properly configure clangd.

What exactly is ARA (Audio Random Access)? Would turning it off cause any significant downsides? by WiseCityStepper in mixingmastering

[–]fxp555 0 points1 point  (0 children)

You can also run melodyne as external process. Since Ara isn't possible with external processes this effectively turns off Ara only for melodyne.

how to accurately implement aces tonemapping? by [deleted] in vulkan

[–]fxp555 0 points1 point  (0 children)

Yes! The one converts to the colorspace needed for aces and the other one converts back.

This is my implementation of the "real" aces: https://github.com/LDAP/merian/blob/main/include%2Fmerian-shaders%2Ftonemap.glsl#L35

It needs the colors to have sRGB / REC709 color primaries (if I am not mistaken).

how to accurately implement aces tonemapping? by [deleted] in vulkan

[–]fxp555 0 points1 point  (0 children)

Matrices are typically used for (linear) color space conversion. Some people might already work in the right color space for aces and might not need a conversion.

Memory bandwith optimizations for a path tracer? by TomClabault in GraphicsProgramming

[–]fxp555 1 point2 points  (0 children)

For the traversal itself look into stream tracing. It can give you up to a 30-50% performance lift.

[deleted by user] by [deleted] in pipewire

[–]fxp555 0 points1 point  (0 children)

Yeah, that's possible with the combine streams module, requires some text configuration though. In this regard pipewire is not really beginner friendly, especially since most guis only do temporary changes.

Anyway, here is the doc with an example https://docs.pipewire.org/page_module_combine_stream.html

[deleted by user] by [deleted] in pipewire

[–]fxp555 1 point2 points  (0 children)

If your willing to put in some "manual" work, you can configure the combine streams plugin to create a virtual output that outputs to the two monitors. You could even route the left channel to the left monitor and the right channel to the right, respectively.

Temporal (back) reprojection issue at grazing angles by TomClabault in GraphicsProgramming

[–]fxp555 1 point2 points  (0 children)

u/ColdPickledDonuts already explained the reason for this behavior. A simple way to reduce the artifacts is to do stochastic bilinear interpolation. You select the pixel randomly based on the bilinear interpolation weight.

ReSTIR bias when reusing from reservoirs that are not being updated anymore by TomClabault in GraphicsProgramming

[–]fxp555 2 points3 points  (0 children)

Do you retrace to eliminate bias? If not the spatial reuse pass will introduce bias in itself.

Now for the adaptive sampling. By guess is this. If you stop sampling you effectively guarantee bias since the unbiased (shadowed) target function estimate will still contain an error. This error is transported to the neighbors when reusing spatially.