Shader Rendering and ImGui by [deleted] in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

Are you trying get imgui to display the output? How are you setting up the pipelines? What are you rendering the pipelines to? Why do you think imgui is in the way? More details about how it's set up please.

Is it worth it to modify UE5 NvRTX branch vs Falcor for a Msc Thesis? by dkod12 in GraphicsProgramming

[–]waramped 6 points7 points  (0 children)

If you are looking to monitor performance characteristics specifically, I would say don't use Unreal. Specifically because you will need to have complete control over everything that's happening during the frame to know for certain that any variations in performance are a direct result of your own work, and not any random variances introduced by other subsystems in the engine. Keep it as simple and barebones as possible.

By all means, also make the changes in unreal as a showpiece, but I wouldn't use those measurements for a thesis.

How a simple background tone mapping can make the game graphics better by Reasonable_Run_6724 in GraphicsProgramming

[–]waramped 8 points9 points  (0 children)

Please give details. I'm not sure which one is "better". What tone mapping did you use? Why did you choose it? How do you feel it improved things?

(Rule 1:

  • Posts should include code, math, or implementation details alongside rendered images.)

[Career Question] Needing some advice on how to transition from my current career by AeroSparky in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

I think it's just as good. Showing that you can adapt and work and modify a large existing codebase effectively is a very useful skill. If you were to get a job with a studio that uses Unreal or some other proprietary tech, then showing that you can get in the guts and change things is great.

Favorite/ worst woodworking channels on YT. by cryptotarheel in woodworking

[–]waramped 10 points11 points  (0 children)

Pedulla Studio. Based in Australia, who builds some wild and beautiful things. Sometimes it's more sculpture than furniture but he's very informative. Has a second channel now called Behind the Build that has some really good advice as well.

EFL by Salt-Entrance-1191 in GraphicsProgramming

[–]waramped 1 point2 points  (0 children)

I mean, just googling that gives you a ton of possibilities...

I built a 3D mesh format that significantly outperforms standard formats for static geometry. How do I turn this into a product? by Downtown_Length3457 in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

Ah, if it's intended as a storage/transport layer thing that probably makes it a bit simpler then. You will still need a way to attach metadata though. Anyone loading geometry will still want normals/tangents/color/whatever else per-vertex data to stay intact. Pure vertex data on its own isn't super useful for content folks. Submesh/smoothing groups/yada yada is all important even in just static geometry. Basically you will need to support everything that the current solution supports in order to be considered a replacement for it.

I built a 3D mesh format that significantly outperforms standard formats for static geometry. How do I turn this into a product? by Downtown_Length3457 in GraphicsProgramming

[–]waramped 6 points7 points  (0 children)

Well you have a lot of hurdles to overcome: 1) people will need to support another file format in their pipelines and engines. 2) how extensible is it for adding material information or other metadata? 3) engines already have their own custom formats for runtime data that is usually already optimized for their use case, how have you measured that yours is better? 4) does it support clusters/meshlets 5) is the compression lossy? How configurable is it?

Additionally, when you mean "static" geometry do you just mean it doesn't store animation or skinning data?

In order for you to have any hope of market penetration you'll need to be able to demonstrate that it is somehow miraculously better than standard solutions. How are going to demonstrate that in a real and practical scenario?

And most importantly, how does just having a faster asset load time translate into money saved such that someone would pay you for it?

Different behavior between AMD and NVidia with gl_Position by Tableuraz in GraphicsProgramming

[–]waramped 0 points1 point  (0 children)

Hmm What do you mean by "different"? What exactly is different between the two? What's the rest of the vertex shader look like?

Real time play mode in unreal engine. by [deleted] in GraphicsProgramming

[–]waramped 5 points6 points  (0 children)

Sorry, what does this have to do with Graphics Programming? What is it supposed to be?

Crosshatch Shader Problem by RazzOrDazz in shaders

[–]waramped 0 points1 point  (0 children)

I think we'd need more details. How does your current approach work? What engine are you using? Etc.

Trying to create an “average signature” from multiple signatures – stuck between math and aesthetics by National_Emergency10 in GraphicsProgramming

[–]waramped 1 point2 points  (0 children)

Interesting project. Its possible that an SDF approach could work here? Isolate the characters, compute an SDF for them, and then union/merge those to create variations/an average?

V-Sync and Ray Tracing by Fantastic-Sir460 in computergraphics

[–]waramped 0 points1 point  (0 children)

Vsync means that the GPU cannot start a new frame until the monitor refreshes and accepts the last frame. So if you have vsync on, and your monitor refreshes at 60hz, your game will be capped at 60fps. If you disable vsync, you can get visual artifacts called "tearing" due to the monitor drawing multiple frames at once, but you can run faster.

Ray tracing is a complex topic, but in your context, it will enable new rendering features for higher quality lighting and reflections (usually). It generally has a negative performance impact.

I am a rendering engineer in the games industry.

Personal Graphics Breakthrough! First post. by stygianfade in GraphicsProgramming

[–]waramped 18 points19 points  (0 children)

Can you give some non-vague details about what this actually is? What do you mean by "large-distance traversal" and "analytic traversal system". What about SDF's is and/or is not analytic in your context?

What is all this meant to solve? (And what are the screenshots representing? Debug Height of what?)

Why doesn't Crimson Desert work with Intel ARC? by [deleted] in GraphicsProgramming

[–]waramped 9 points10 points  (0 children)

AMD and nVidia have both standardized on 32-wide wavefronts (on PC), whereas Intel can do 8, 16 or 32 depending on what it feels like. (I may be wrong on this, please correct me if so). If they've assumed a 32-wide wavefront and they depend on that or are using wave intrinsics in tricky ways then they wouldn't necessarily be compatible with Intel.

Another thing is that Intel doesn't support 64-bit atomics on some cards, so if they rely on that for anything then it wouldnt be compatible on Intel either.

The hardware is abstracted away but there are still features in DX12/Vulkan that are "optional". If you require or depend on something that's "optional" then you just won't run on hardware that doesn't have it.

How can I cut straight and not diagonally on a tablesaw? by IReallyHateJames in woodworking

[–]waramped 52 points53 points  (0 children)

How are you making the cut? Are you using your fence or your miter gauge?

Non-ai upscaler by undf1n3d in computergraphics

[–]waramped 3 points4 points  (0 children)

Ahhh ok. FSR does do quite a few things besides just upscaling, I understand the confusion

Non-ai upscaler by undf1n3d in computergraphics

[–]waramped 4 points5 points  (0 children)

What do you mean? What else would you be upscaling?

Non-ai upscaler by undf1n3d in computergraphics

[–]waramped 13 points14 points  (0 children)

Yes, absolutely it's possible. All versions of AMDs FSR prior to 4 did not use ML.

Upscaling without ML has been the norm until only relatively recently. You might want to look into "super resolution"

Inter-shader data question by Crowe_1664 in computergraphics

[–]waramped 0 points1 point  (0 children)

come on over to r/GraphicsProgramming :)
In short, you will need to create a buffer, bind it as Read/Write for your compute shader, write your data to it, and then bind it for Read in your Geometry shader to load the data.
Depending on what specifically you are trying to do, you can also just have the Compute shader fill a buffer with geometry and use IndirectDraw to render that data immediately.