Explore tweets tagged as #rustgpu
After several weekends spent debugging validation layer errors and my iterative pathtracing algorithm, I can finally enjoy a bit of home-made real-time interactive raytracing. #Vulkan #RaytracingPipeline #Rust #rustgpu
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Naive pathtracing needs a high number of samples per pixels to get an acceptable result, and shooting too many rays drastically affects FPS. But then look at the result once it starts importance sampling the light! 💡. #vulkan #raytracing #rust #rustgpu
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@ChevyRay I'm not the biggest fan of that project tho, I never really understood where it would fit in in a real projects workflow (does rustgpu build a seperate compiler?), I'm not sure if every SPIR-V concept can be mapped to rust, I'm not sure how they'll handle SPIR-V extensions.
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@ChevyRay They're too minor for anyone to actually use, atleast rustgpu has Embark behind it, outside of shading languages there's tons of small programming languages that despite being small clearly are trustworthy projects, as far as I've seen, nothing like that in the shader world.
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@ChevyRay My needs from the language are basically just SPIR-V as a primary target and my needs about the perception of the project are "more than a proof of concept", i don't think these are stringent bars lol, again I'd be fine with rustgpu if it weren't for a handful of question marks.
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@devsh_gfx_prog I think RustGPU or whachacallit is getting there, no reason why GPU programming for d3d12/vulkan should be so shite in 2023. I guess the idea was that the 3rdparties will step in and make the layers of convenience for the baseline API, still waiting tho.
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@XorDev Maybe the tooling can be improved? . But the language itself even though it may feel like Rust. Atm gives no sense of reliability or the flexibility that Rust with its compiler has. I'm looking forward to the RustGPU project for the very same reasons.
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@tejastmh @bubblebabyboi There was RustGPU & development was recently resumed IIRC, but it's nowhere near complete enough.
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