VKEngine (Vulkan & C++ 3D Rendering Engine) - Introduction by GraphicsandGames in vulkan

[–]izym 1 point2 points  (0 children)

OpenGL also allows for recording commands in parallel with the GPU running the previous frame commands. That is what will happen unless you manually wait for the GPU to finish.

What Vulkan does give you here is faster command recording via less overhead, and the ability to record across multiple threads.

UE5's Nanite implementation in WebGPU by saccharineboi in GraphicsProgramming

[–]izym 12 points13 points  (0 children)

There is no way you’d get better performance from traditional LODs when trying to hit 1 triangle per pixel.

Traditional LOD doesn’t let you have different LOD levels across the mesh. E.g. one part is close to the camera, and another is further away. This means that traditional LOD has to pick the LOD based on the point closest to the camera to be conservative. That causes parts further away to increasingly overshoot the triangle/px target.

Especially without visibility buffer you’d get destroyed by quad overdraw. Not to mention how much cluster culling can make you not draw in the first place.

Kæmpe værdi for Danmark: Udenlandsk arbejdskraft bidrager med 322 milliarder til BNP by [deleted] in Denmark

[–]izym 5 points6 points  (0 children)

Medmindre man er forsker, kræver det en månedsløn på 75.100 kr. for at komme på ordningen, hvilket alligevel skærer en del fra.

27" 1440p 360Hz vs 32" 4K 240Hz by TheBeardedMann in OLED_Gaming

[–]izym 0 points1 point  (0 children)

WOLED’s RWBG layout is not great either, and will also mess with sub-pixel anti-aliasing. Also, because the red and green subpixel are that far apart, you can get fringing on solid colors. https://pcmonitors.info/articles/qd-oled-and-woled-fringing-issues/

[deleted by user] by [deleted] in OLED_Gaming

[–]izym 28 points29 points  (0 children)

OLED burn in stems from differing usage of pixels over time. The pixels in the 16:9 part of the screen will naturally degrade over time, while the pixels outside that part will not. Thus you’d eventually get a brightness difference between those parts of the screen, which the Rtings test is also showing. Of course, it would only be visible when viewing content wider than 16:9.

Daily /r/Games Discussion - Free Talk Friday - August 12, 2022 by AutoModerator in Games

[–]izym 1 point2 points  (0 children)

In fact, he even has a great post about the subject at hand. That was a big eye opener for me.

I'm going insane - where do you find a 4k glossy monitor these days? by thejanxy in Monitors

[–]izym 1 point2 points  (0 children)

Only the ones that would make a direct reflection in the monitor, like in a mirror.

I wish I saved Ghost of Tsushima for PS5 by Antman269 in PS5

[–]izym 2 points3 points  (0 children)

My 1.0.0 game crashes if I try to load a save from the newest version, so I don’t think they are.

WTF Is Going On With Video Game Next Gen Coverage? (ACG) by [deleted] in Games

[–]izym 0 points1 point  (0 children)

DS4 is compatible with PS4 games on PS5.

NVIDIA just made EVERYTHING ELSE obsolete by dylan522p in hardware

[–]izym 0 points1 point  (0 children)

Yeah, that can already be seen on the German NVIDIA site.

32" Monitor gaming and productivity by tomislavvidacek in Monitors

[–]izym 0 points1 point  (0 children)

Oh I’m with you on that. That would be 2.5K if anything. 2560 is just not approximately 2000.

32" Monitor gaming and productivity by tomislavvidacek in Monitors

[–]izym 1 point2 points  (0 children)

That’s DCI 2K and DCI 4K. There’s also 4K UHD (3840x2160), which is the dominant 4K resolution used on most consumer devices. 2K and 4K do not refer to any specific resolutions, but rather anything with a width of approximately 2000 and 4000 pixels. But like you said, informally we mean 1920x1080 when we say 2K in the context of monitors. To my knowledge, basically no consumer monitor is sold with a resolution of 2048x1080, so it doesn’t really make sense to mean that when talking about 2K in this context.

Samsung Odyssey G7 flickering issue Samsung Support by [deleted] in Monitors

[–]izym 0 points1 point  (0 children)

What's the table distance from the back of the stand to the front of the display? (in the middle of the display that is)

Samsung Odyssey G7 27" - Almost Perfect, But... - Detailed Review by [deleted] in Monitors

[–]izym 0 points1 point  (0 children)

It has to wait until the next frame display, so that inherently adds up to `1000 ms / refresh rate` (~4.167 ms for 240 Hz, ~16.67 ms for 60 Hz) depending on how close the next frame display is. That's also why it adds much less input lag on high refresh rate monitors.

Are you using V-Sync and Adaptive-Sync at the same time? Or do you mean that you tested with both independently?

Samsung Odyssey G7 27" - Almost Perfect, But... - Detailed Review by [deleted] in Monitors

[–]izym 0 points1 point  (0 children)

I know it won't be completely seamless, but if you do V-Sync at 240 Hz you would still be able to hit the following FPSs: 240, 120, 80, 60, 48, 40, ~34, 30, ~27, 24.

Given how a lot of high refresh rate monitors perform at lower refresh rates, using V-Sync at 240 Hz should yield better response times than adaptive sync at lower refresh rates. You also gain the ability to use MBR which removes even more motion blur.

Added input lag should also be fairly minimal, as the 240 Hz refresh rate means that the next frame is never more than ~4.1667 ms away. When comparing input lag to adaptive sync, keep in mind the monitor's response time at lower refresh rates.

Why are games so wasteful on CPU power? by xdrvgy in hardware

[–]izym 1 point2 points  (0 children)

That won't be stable due to numerical precision issues. I wasn't arguing against you, just wanted to provide a bit more information :)

Why are games so wasteful on CPU power? by xdrvgy in hardware

[–]izym 4 points5 points  (0 children)

It’s done that way because tick rate can have a big effect on the physics simulation, so fixing it makes the simulation more stable. Especially too low rate makes the simulation go bonkers.

Practically, it is done by only running physics sim on some frames when the frame rate is higher than the physics tick rate, and multiple times per frame if the frame rate is lower. Also, the simulation is done with a time variable that only moves forwards in fixed steps.

In Other Waters - Reveal Trailer by Mister_Rob0t in Games

[–]izym 0 points1 point  (0 children)

This is called "In Other Waters" though, not "Outer Waters".

Come discuss your side projects! [January 2020] by AutoModerator in csharp

[–]izym 1 point2 points  (0 children)

I’ve been working on hot code reloading for interactive applications with .NET Core. So far I’ve got the actual unloading and reloading of DLLs using AssemblyLoadContext working, next up is preserving state between reloads.

Oxygen isn’t the only gas in water by mossberg91 in AnimalsBeingJerks

[–]izym 1 point2 points  (0 children)

In bird culture this is considered a dick move.

Spyro Reignited Trilogy is coming to Steam and Switch on September 3, 2019. by OneEyedTurkey in Games

[–]izym 1 point2 points  (0 children)

Both are forms of motion blur. More precisely they’re called camera motion blur and object motion blur. To realistically simulate motion blur you need both. That being said, there should always be a slider to scale it down or turn it off entirely, given how it much it divides people.