Sepehr Taghdisian
@septagh
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Programmer SandboxInteractive (Ex. @UbisoftBerlin)
Joined May 2009
Nice! With the new improved Vulkan backend, separate transfer queue and batch upload submission, the performance of this drastically improved. Now for 1.4GB of unbaked asset data, it takes 1.5 secs. For baked assets, it takes 270ms (5.2 GB/s). Very close to my SSD drive speed.
Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk). In total, 1.4 GB of asset data loads in 700 ms. baking all data takes 2.2 secs (512 assets).
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But one major drawback of having such control and power is that it's so easy to over-engineer, over-abstract and come up with generalized abstraction API designs that could make your backend perform worse than D3d11 drivers. (5/5)
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It's obviously not perfect at all, although it took me about 4~5kloc to do basic imgui rendering, but the control freak in me is satisfied with how much control you have over memory, queues and multi-threaded rendering. (4/5)
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The latter confused me a lot on how frame and swapchain syncing and syncing in general. The former starts with 1.3 and is better organised for beginners. (3/5)
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My first try was about 2 yrs ago, but then recently I had to revisit all the stuff again and rewrite my toy rendering backend to learn it more properly. I think newcomers, better start with https://t.co/cNfGOA7wpO tuts instead of https://t.co/hjhVhWOHHc (2/5)
vkguide.dev
Guide to the Vulkan API
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After 6-7 yrs of wanting to learn a modern graphics API, I finally managed to put enough time into learning Vulkan. I think I finally got comfortable with it so that validation errors don't freak me out and I usually have a good idea what's going on. (1/5)
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There are times when I feel like I'm in a big forest and don't know where I'm going. But then somehow I come to the top of a hill and can see everything more clearly. When that happens, it's really exciting. - Maryam Mirzakhani
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Graphic objects creation code is still messy. no specific optimizations, fancy IO (DirectStoragee/etc) or compression algorithms is yet used.
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Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk). In total, 1.4 GB of asset data loads in 700 ms. baking all data takes 2.2 secs (512 assets).
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I rewrote the asset system in junkyard. The system now loads groups of assets instead of single loads. Much cleaner data/code, faster and vastly simplified new asset type impl. Supports all prev feats, multi-threaded, hot-reload and remote loads. Time to test/dbg and a blog post
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Star Wars Outlaws on PC is one of the best looking games this gen with a PC version that is not artificially held back by consoles. What does RTXDI do? How is perf? What about the hidden max settings or DLSS Ray Reconstruction? I cover that and more! https://t.co/WFkvn2pe17
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You can build a custom standard library on top of C that’s much better than both libc, and the STL/C++ runtime, as I’ve done many times. The C++ standards are run by overly-bureaucratic, overly-abstract, and non-auteur-driven organizations; they have no chance of success.
Something evident with Rust is that its library was developed as a co-design process with the language. C++ stdlib on the other hand is overflowing with workarounds. It creates a big technical debt right out of the gates. It's not a language problem, it's a process problem.
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Here it is! Let me present you Asset Cooker. It's a build system aimed at game assets, with a UI. It is using the USN journals from Windows to robustly keep track of file changes, and only cook what needs to be cooked. You can leave it running in the background. It is fast.
In the next few days, I'm going to open source my hobby project of the last few months. It's a build system aimed at game assets (and with a UI). It will be potentially useful to anyone making/using a custom engine and hopefully a great upgrade for many small engines/studios.
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A lot of memory management models assume that there are many objects and many lifetimes (a lifetime per each object). The reality is that there are many object and very few lifetimes (usually like 3-5). So a lot of languages are solving pretty much non-existing problems.
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My GDC talk “Ray Tracing in Snowdrop: Scene Representation and Custom BVH” is available on Vault https://t.co/NSlFyKtaTI. My DMs are open so feel free to ask any questions.
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Looks like some sort of driver thread pool ? the count is actually 1 more than my logical processor count. I kind of had the impression that with vulkan, drivers wouldn't need to do much extra work in background
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