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Viewing profile — jms55

jms55

HN member
Joined
Sun, Aug 16, 2020, 2:39 AM UTC
HN karma
547
Public activity
170 items

About jms55

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Recent public activity

  1. comment
    Comment #45439243

    If I remember correctly, most drives either: 1. Fail in the first X amount of time 2. Fail towards the end of their rated lifespan So buying used drives doesn't seem like the worst…

  2. comment
    Comment #45433545

    Hi, author of Solari here! It was pretty straightforward honestly. bevy_solari is written as a standalone crate (library), without any special private APIs or permissions or anythi…

  3. comment
    Comment #45420121

    I've been working on raytraced lighting in the Bevy game engine, using wgpu's new support for hardware raytracing in WGSL. The initial prototype is launching with the release of Be…

  4. story
  5. comment
    Comment #45155838

    Nothing, I haven't found a good option yet. We do have the existing bindings to a 2-year old version of basis universal, but I've been looking to replace it.

  6. comment
    Comment #45153852

    I've been evaluating texture compression options for including in Bevy https://bevy.org , and there's just, not really any good options? Requirements: * Generate mipmaps * Convert …

  7. comment
    Comment #44927130

    For people not familiar with how ML is being used by games, checkout this great and very recent SIGGRAPH 2025 course https://dl.acm.org/doi/suppl/10.1145/3721241.3733999 . Slides a…

  8. comment
    Comment #44585769

    > Metal also definitely has a healthy balance between convenience and low overhead - and more recent Metal versions are an excellent example that a high performance modern 3D API d…

  9. comment
    Comment #44064856

    https://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all

  10. comment
    Comment #43787911

    I wrote most of the virtual geometry / meshlet feature, so thanks for the kind words! It's not quite at the level of Nanite, but I'm slowly getting there. Main limiter is that I do…

  11. comment
    Comment #43669178

    I've used LiveView a little in the past, and besides the lack of static typing (at the time, I think Elixir has gotten some type annotations since), I really liked it and found it …

  12. comment
    Comment #43669156

    If you want to make nice looking materials and effects, you need a combination of good lighting (comes from the rendering engine, not the material), and artistic capabilities/talen…

  13. comment
    Comment #43591508

    > An exception that doesn't change the rule, where are the Vulkan extensions for DirectX neural shaders, and RTX kit? DirectX "neural shaders" is literately the VK_NV_cooperative_v…

  14. comment
    Comment #43590859

    > NVidia and AMD keep designing their cards with Microsoft for DirectX first, and Vulkan, eventually. Not really. For instance NVIDIA released day 1 Vulkan extensions for their new…

  15. comment
    Comment #43590809

    > And not only are we getting tile/block-level primitives and TileIR As someone working on graphics programming, it always frustrates me to see so much investment in GPU APIs _for …

  16. comment
    Comment #43590788

    Never used CUDA, but I'm guessing these map to the same underlying stuff as timestamp queries in graphics APIs, yes?

  17. comment
    Comment #43448746

    > But the biggest problem I'm having is management of buffer space for intermediate objects My advice for right now (barring new APIs), if you can get away with it, is to pre-alloc…

  18. comment
    Comment #43448717

    Agreed, there are two different problems being described here. 1. Divergence of threads within a workgroup/SM/whatever 2. Dynamically scheduling new workloads (i.e. dispatches, dra…

  19. comment
    Comment #43448657

    > Are you arguing for a better software abstraction, a different hardware abstraction or both? I don't speak for Raph, but imo it seems like he was arguing for both, and I agree wi…

  20. comment
    Comment #43448595

    You can. There are API extensions for persistently mapping memory, and it's up to you to ensure that you never write to a buffer at the same time the GPU is reading from it. At lea…

  21. comment
    Comment #43448553

    Fast light transport is an incredibly hard problem to solve. Raytracing (in its many forms) is one solution. Precomputing lightmaps, probes, occluder volumes, or other forms of pre…

  22. comment
    Comment #43385553

    Not quite correct. For primary visibility, you don't need more than 1 sample. All it is is a simple "send ray from camera, stop on first hit, done". No monte carlo needed, no noise…

  23. comment
    Comment #43385486

    Ray tracing refers to the act of tracing rays. You can use it for lighting, but also sound, visibility checks for enemy AI, etc. Path tracing is a specific technique where you ray …

  24. comment
    Comment #43276958

    Like others have said, basically traditional GPUs (RTX 40/50 series in particular, 20/30 series have much weaker tensor cores). In terms of software, recent NVIDIA and AMD research…

  25. comment
    Comment #43123398

    Lets say you already have deep knowledge of GPU architecture and experience optimizing GPU code to saves 0.5ms runtime for a kernel. But you got that experience from writing graphi…