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Nicholas Chapman Profile
Nicholas Chapman

@NickChapmn

Followers
166
Following
6K
Media
120
Statuses
1K

programming / c++ / graphics / physics / functional languages blog: https://t.co/Y926PCnkhY Working on https://t.co/3U2GavxvQH and more

Wellington, NZ
Joined July 2023
Don't wanna be here? Send us removal request.
@SubstrataVr
SubstrataVR
12 hours
The web view now keeps the frames on the GPU without any GPU->CPU->GPU copy. Results in much smoother playback without stutter.
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@NickChapmn
Nicholas Chapman
3 days
Got hardware-accelerated video playback working, piping frames directly into the Glare engine as OpenGL textures. Uses Windows Media Foundation for video decoding.
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@Origamiplan
ORGNLPLN | Hash Directors
7 days
So I tried @grok . It seems it’s not as heavy censoring in place as in Sora. Which is a good place to create from. Good move by Elon. — OP
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@NickChapmn
Nicholas Chapman
7 days
Multi-threaded the Winter script evaluation in @SubstrataVr. Fairly pointless - Amdahl's law strikes again (note the part labelled 'serial work')
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@NickChapmn
Nicholas Chapman
12 days
The 'modest' size of a Chromium build
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@NickChapmn
Nicholas Chapman
12 days
Was thinking of writing a little on using a custom arena allocator with STL objects (string, vector, set etc.) but it looks like it has been adequately covered before.
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@NickChapmn
Nicholas Chapman
13 days
PSA: you can use @grok for searching twitter/X posts. Works better than the usual X search.
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@NickChapmn
Nicholas Chapman
14 days
Not sure If I can have my cake and eat it too - safety and performance. Possibly C++ is just a bit underpowered for that.
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@NickChapmn
Nicholas Chapman
14 days
Trying a custom STL allocator which references an arena allocator. It works, and is faster than before, but is very dangerous - if an STL allocator outlives the arena scope/lifetime then get a crash.
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@MoreBirths
More Births
19 days
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@NickChapmn
Nicholas Chapman
19 days
Interestingly the CPU time is rounded by chrome to the nearest ms, but GPU times, as they are elapsed times, so presumably aren't as useful in timing attacks, aren't noticeably rounded.
@SubstrataVr
SubstrataVR
19 days
Got the CPU and GPU frame time graphs working in the web client as well.
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@NickChapmn
Nicholas Chapman
19 days
Timestamp queries not available in webgl on chrome, arrhghh:
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@NickChapmn
Nicholas Chapman
19 days
I'm gonna propose a name for this kind of thing, something like 'latched performance cliff'
@NickChapmn
Nicholas Chapman
20 days
Found something very lame while investigating a performance anomaly. Making an OpenGL context current on another thread (and not even using it), results in an increase in render time from 5.36 ms to 5.66 ms, e.g. a drop from 186 fps to 176 fps.
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@NickChapmn
Nicholas Chapman
19 days
It's an in-memory database, so the question of how fast does the database run is really how fast is your RAM?
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@NickChapmn
Nicholas Chapman
19 days
How fast does the substrata server render pages: with some unoptimised code: page rendering took 29100 ns That includes the database lookups. So that's 29 microseconds or 0.029 ms.
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@NickChapmn
Nicholas Chapman
20 days
On the plus side, hitting 200 fps in the middle of the substrata world, or 320 fps without SSGI!
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@NickChapmn
Nicholas Chapman
20 days
Also looks like multi-draw elements indirect isn't a win any more in Substrata, due to the chunking optimisations I made a while ago. Basically fewer draws needed means the overhead of MDI becomes too large.
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@NickChapmn
Nicholas Chapman
20 days
This is with a RTX 3080. This is very annoying as Nvidia's advice and debug output encourages you to use another thread for geometry and texture uploads to the GPU.
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@NickChapmn
Nicholas Chapman
20 days
Found something very lame while investigating a performance anomaly. Making an OpenGL context current on another thread (and not even using it), results in an increase in render time from 5.36 ms to 5.66 ms, e.g. a drop from 186 fps to 176 fps.
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@MusicalChairs14
Musical Chairs
27 days
NZ should have a public holiday in honour of free speech martyrs, we could call it Mass Debate Day.
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