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So you think you know box shadows?

dgerrells.com

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Re: So you think you know box shadows?

#101

I'm embarrassed to admit it took until the final paragraph before realising that 'gypity' is a reference to Chat GPT.

Hmm.. I must be even further out of the loop than you, why would that be embarrassing?

It isn't. They were being self-deprecating.

Re: So you think you know box shadows?

#102

I'm totally down for some good old fashioned impractical hacking. But just remember, we already have canvas, which can do all this easier, faster, and better.

Sure, and we already have keyboards, so there's no need to use floppy drives or rubber chickens to make music either.

Re: So you think you know box shadows?

#103
post #73

For the past 30 years I got good at programming but never really did graphics because I didn't like games. I now view it as a massive oversight and have been trying to catch up for over a year. So hard.

I did games first, then switched over to crud or simple oracle form programming. I tripled my original game programmer wage overnight.

Most of this is about the not-so-much-anymore-exotic art of GPU programming. It's becoming important in so many fields. The last thing I want to be is some foot-dragging old windbag who forgot to stay up to date.

Re: So you think you know box shadows?

#107
post #97

Earlier quoted context omitted.

My big take away with the whole City Skylines 2 performance issue and the lack of LOD was that geometry processing is so cheap nowadays. So long as you aren't too reckless with geometry in terms of sub-pixel rendering, you don't really have to worry about it too much any more. It isn't like the Ps2 era when geometry time was a real concern on render times. Even a modern low end GPU could process a few hundred million…

PS2 is kind of exception as it was a fill rate monster, and still even to this day is pretty impressive piece of engineering. (Mesh shaders say hi)

Yeah, PS2's Graphics Synthesizer had a fill rate of 1.2 GB/s. For comparison, the OG Xbox had 0.932 GB/s, and the GameCube had 0.648GB/s. Assuming only 1 texture here.

The Xbox was released 1 year later, for context.

Sony also demo'd the GSCube once, it had 16 Graphics Synthesizers, achieving a fill rate of 37.7 GB/s (no textures, half that with 1... I think). Eventually they ditched the idea in favour of Nvidia's solution.

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