Viewing profile — jms55
jms55
HN member- Joined
- Sun, Aug 16, 2020, 2:39 AM UTC
- HN karma
- 547
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- 170 items
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About jms55
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Recent public activity
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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…
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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…
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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…
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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.
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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 …
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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…
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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…
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Comment #44064856
https://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all
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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…
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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 …
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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…
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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…
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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…
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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 …
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Comment #43590788
Never used CUDA, but I'm guessing these map to the same underlying stuff as timestamp queries in graphics APIs, yes?
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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…
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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…
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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…
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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…
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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…
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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…
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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 …
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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…
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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…