Thanks everyone who took the time to share ideas and experiences on this. Always love how our corner of the industry enjoys discussion. Recommend reading the replies if you're interested in this topic, lots of brilliant people on game/graphics twitter :-)
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Näytä tämä ketjuKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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loved the hot takes! hlsl is beyond reproach! leave it alone! render graphs can be cool for more generic purpuse rendering engines (i think) but not sure. thanks for the blog!
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I'm sure they can :-) but it can't be a spicy take if I make any concessions! Haha
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Love the unfiltered hot takes. My opinion on the render graph one is that it depends on how many resources you have. For some games, dynamically changing the structure of the graph and reordering can be an important runtime decision. For example...
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an indoor frame vs outdoor vs cinematic might have extremely different characteristics, and having a system that "knows" what to do can help a ton. That said, a partial investment is worse than no investment to your point.
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> Meta Command Buffers Are Terrible To Debug i agree! having worked with both my own implementation (for opengl) and unreal's rhicommandlist, not being able to tell what context the command was recorded in is super annoying!
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It has some nice advantages for things like after-the-fact debugging and having a full frame context around for debugging, but I agree that not having the full context at record-time can be annoying. Pros and cons I guess!
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it's not 100% obvious from your post, but it seems like you're surfacing some of the synchronization to the abstraction surface right? i.e. you don't insert barriers/layout transitions automatically
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i've thought about it but the complexity it dumps on someone who's only done opengl and metal is kind of ridiculous, it's one of the aspects i'd prefer to hide if possible
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