
Nicholas Chapman
@NickChapmn
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programming / c++ / graphics / physics / functional languages blog: https://t.co/Y926PCnkhY Working on https://t.co/3U2GavxvQH and more
Wellington, NZ
Joined July 2023
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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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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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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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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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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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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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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Timestamp queries not available in webgl on chrome, arrhghh:
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I'm gonna propose a name for this kind of thing, something like 'latched performance cliff'
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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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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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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On the plus side, hitting 200 fps in the middle of the substrata world, or 320 fps without SSGI!
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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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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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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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NZ should have a public holiday in honour of free speech martyrs, we could call it Mass Debate Day.
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