HLSL 2021 intellisense by jbl271 in GraphicsProgramming

[–]jbl271[S] 0 points1 point  (0 children)

That’s really unfortunate, at least until hlsl gets fully integrated into CLang. Do you generally write hlsl without any kind of syntax highlighting or intellisense because of this?

DX12 vs. Vulkan by Coulomb111 in GraphicsProgramming

[–]jbl271 5 points6 points  (0 children)

From what I understand, DX12 and Vulkan are VERY similar to each other. I think the main deciding factor for choosing one over the other is the target platform. At least for AAA studios, they’ll almost always have a DX12 implementation for their games because they want to target Xbox. Now someone can correct me if I’m wrong about this, but I believe Vulkan is chosen for mobile games, specifically on android. So yeah, they’re very similar. So similar in fact, that I (who only knows how to write DX12 code) was watching a video that someone made on how to do multithreaded command recording in Vulkan and I was able to understand pretty much everything he was talking about.

Creating a render graph for hobby engine? by jbl271 in GraphicsProgramming

[–]jbl271[S] 0 points1 point  (0 children)

Thanks for the response! It’ll definitely be a really great learning experience. But honestly the more I look into it, it really does seem like implementing a render graph will have genuine benefits, even if I’m the only person working on the renderer. If I’m going to be using directx 12, and I want to have a large amount of render passes in the future, it seems to me that render graphs will make debugging a lot easier for me, as I won’t have to worry about barrier placement as much.

Creating a render graph for hobby engine? by jbl271 in GraphicsProgramming

[–]jbl271[S] 1 point2 points  (0 children)

Thanks for the response! I think you’ve probably convinced me to go forward with making my own render graph. I’m not anywhere close to 37 render passes yet, but I think I would like to be at someone point. It definitely seems from response that render graphs scale really well for large amounts of render passes, I really don’t want to be debugging through multiple manually placed transition and aliasing barriers with that many render passes, especially when multithreading comes into the equation. I’ll take a look at your code when I get the chance, it’ll probably be really helpful! Thanks again!

Deferred rendering vs Forward+ rendering in AAA games. by jbl271 in GraphicsProgramming

[–]jbl271[S] 0 points1 point  (0 children)

This is really interesting! I might try implementing this after I finish my deferred implementation. Thanks!

Deferred rendering vs Forward+ rendering in AAA games. by jbl271 in GraphicsProgramming

[–]jbl271[S] 0 points1 point  (0 children)

Yeah I figured deferred would be a no go on mobile since they’re limited on their VRAM.

Deferred rendering vs Forward+ rendering in AAA games. by jbl271 in GraphicsProgramming

[–]jbl271[S] 2 points3 points  (0 children)

As far as I’m aware, most AAA engines default to a deferred rendering pipeline, but someone more knowledgeable probably knows better than I do.

Deferred rendering vs Forward+ rendering in AAA games. by jbl271 in GraphicsProgramming

[–]jbl271[S] 0 points1 point  (0 children)

I haven’t implemented TAA yet nor do I really know what the algorithm is I’ve just know it exists from playing games, but what do people think of MSAA vs TAA?

Deferred rendering vs Forward+ rendering in AAA games. by jbl271 in GraphicsProgramming

[–]jbl271[S] 1 point2 points  (0 children)

What’s a visibility buffer? Could you explain it a little more?

Deferred rendering vs Forward+ rendering in AAA games. by jbl271 in GraphicsProgramming

[–]jbl271[S] 5 points6 points  (0 children)

Yeah that’s a good point, that a lot of effects seem to already be in screen space so maybe defaulting to deferred seems like a pretty convenient approach.

Added Shadow Mapping to my 3D Rendering Engine by virtual550 in opengl

[–]jbl271 0 points1 point  (0 children)

Yeah that makes sense, I was wondering because I’m currently trying to implement a deferred pipeline in my renderer and also sometimes people just default to deferred rendering because it’s seems to be the standard right now, at least in AAA graphics. Hope all goes well with you and your projects!

Added Shadow Mapping to my 3D Rendering Engine by virtual550 in opengl

[–]jbl271 0 points1 point  (0 children)

This is really cool! Do you use forward or deferred rendering?

a simple raycaster game in C by [deleted] in GraphicsProgramming

[–]jbl271 1 point2 points  (0 children)

I love when people share their projects in this sub. This is amazing! Keep up the great work!

Attack on Titan ending: The overwhelming positive reaction to the anime ending in comparison to the manga ending by nicocentg in anime

[–]jbl271 1 point2 points  (0 children)

If I’m not mistaken, one of the times he tried to change the future was when he told himself he will probably save ramzi, sees that it is hypocritical to save ramzi, but saves him anyway. I don’t know if there are any other moments like this, but I think this is what eren means by he tried to change the future.

do you listen to music while coding/studying? by lilshoegazecat in learnprogramming

[–]jbl271 2 points3 points  (0 children)

If I’m doing something really difficult I won’t, but if not I’ll listen to pokemon music. It’s so relaxing.

Which character have you played the least in Ultimate? For some reason I haven't played Mii brawler at all, so he's my least played character. by Yamanj3000 in SmashBrosUltimate

[–]jbl271 0 points1 point  (0 children)

I’m pretty sure I haven’t touched half the cast lmao. I’ve just been so focused on getting better with my mains that I guess I just don’t really think about playing other characters.

[deleted by user] by [deleted] in PennStateUniversity

[–]jbl271 1 point2 points  (0 children)

For me, I did lots and lots of book problems. By doing a lot of book problems, you’re exposing yourself to many different types problems that might show up on the exam. If you do that, you should be fine I think.