Patrick

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Patrick

Patrick

@0xpatrickhan

gpu/gfx software engineer. previously mobile industry (VK), doing DX12 pc gaming stuff these days. views are not my own or anyone else’s tbh.

California, USA Katılım Ocak 2024
516 Takip Edilen26 Takipçiler
Patrick
Patrick@0xpatrickhan·
@miketuritzin highly recommend cgboost’s beginner course. key is to memorize shortcuts asap :p
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Mike Turitzin
Mike Turitzin@miketuritzin·
I am finally actually learning how to use Blender (to a limited degree to whip up simple meshes and edit others) - and I already knew this, but holy shit is it complicated.
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Patrick
Patrick@0xpatrickhan·
@Dispatch_Graph truth nuke (my m4 max is still a top 3 purchase for me)
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Patrick
Patrick@0xpatrickhan·
@GameRoll_ Usually when top level executives get replaced (dont know what actually happened, but) their direct reports are next in line. So they'll leave prematurely with that knowledge unless they align with the new person. Just how workplace politics and factions work in general.
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GameRoll
GameRoll@GameRoll_·
Sarah Bond resigning is so strange. For years she was considered to be Phil Spencer’s heir as CEO of Xbox. I firmly believe that something must’ve happened for her to leave alongside him. What in the world is happening at Microsoft??
GameRoll tweet media
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Patrick
Patrick@0xpatrickhan·
@melojoiee just the other day i played 'guts and blackpowder' for the first time and i honestly couldn't believe it was a roblox original. i'd buy it if it was on steam as a standalone game. players are even forming whole studios to make games and all. incredible things are happening
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Patrick
Patrick@0xpatrickhan·
@melojoiee bc despite its amazing tooling and resources it has a rep for being "just a low quality kids thing” with knockoff games. as someone who has had an account since 2007 and pops in once awhile to check on things its just crazy how much has changed and improved.
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Joie🌱
Joie🌱@melojoiee·
i wholeheartedly believe Roblox devs are carving the path for next gen games, yet anytime I pitch Roblox learnings to AAA, it gets shut down..? how is roblox so influential yet still not being taken seriously?
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Patrick
Patrick@0xpatrickhan·
@soft_fox_lad What sorts of things are you looking for in particular? AMD has some decent tooling (shader ISA timing view in RGP specifically is good) and provides some optimizaiton guides on GPUOpen.
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fox
fox@soft_fox_lad·
I wish literally any major company other than Intel *actually* cared about helping normal developers optimize code for their hardware. And even Intel only cares so much. Intel could've made and released uiCA, uops.info, etc., at any time. GPU dev is dire as a noob
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Oliver Jia (オリバー・ジア)
Are there any video games that manage to avoid the problem of money becoming worthless? In so many RPGs and open world action titles, there usually comes a point where you’re able to afford the best equipment midway through and you can then basically ignore the in-game economy.
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Patrick
Patrick@0xpatrickhan·
@turanszkij Awesome, my preferred platform.! Let me know if you need an M4 Max to test on :)
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János Turánszki
János Turánszki@turanszkij·
Today Wicked Engine started running (barely) on Mac OS:
János Turánszki tweet media
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Patrick
Patrick@0xpatrickhan·
@JKoukourakis I guess this largely depends on the game one wants to make, but curious if there are good baseline ways of doing it. There’s plenty of renderer toy projects out there to reference, but hard to find info on all this other engine stuff
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Patrick
Patrick@0xpatrickhan·
@JKoukourakis I guess one thing I’m getting hung up on is managing GPU side resources w.r.t the entity’s lifecycle. Do you delete GPU and CPU data everytime a 3D entity gets destroyed (in game) or deleted (in editor)? And reload from disk? Or keep things resident in either RAM or VRAM in case
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Patrick
Patrick@0xpatrickhan·
@miketuritzin Thankfully some tools like PIX set this automatically (think it might be IHV plugin specific). Even more of a pain on mobile! Luckily the days of back to back benchmark runs on phones and blowing a big fan on them are mostly behind me now.
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Mike Turitzin
Mike Turitzin@miketuritzin·
The moral of the story is that GPUs are dynamically adjusting their clock rates based on load, and performance timers are pretty useless if you aren't either locking the clock rate or at least verifying it isn't changing during your measurements. /end
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Mike Turitzin
Mike Turitzin@miketuritzin·
Since posting my debugging tale, I've learned more: - I can use an NVIDIA stats HUD to show dynamic changes to the GPU clock rate (which are very large). - A D3D12 method, SetStablePowerState, is available to disable these dynamic changes. Some numbers below! 1/
Mike Turitzin tweet media
Mike Turitzin@miketuritzin

A pretty wild debugging story: When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.). I bisected Dawn's commit history to find the commit where the perf regression happened, and it ... 1/

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Patrick
Patrick@0xpatrickhan·
@SynthPotato Had a similar experience where games like DS2 look phenomenal on the pro, and some things like FF7RE have odd temporal stability issues (seems to be PSSR related). In general it seems like PSSR implementations are all over the place.
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Patrick
Patrick@0xpatrickhan·
@SynthPotato Seeing the insane sales that happened this Black Friday for both the 5 and 5 pro gives me some hope that Sony is going to double down on the system even this late into the lifecycle and not just move onto the PS6.
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Synth Potato🥔
Synth Potato🥔@SynthPotato·
6 months into owning a PS5 Pro and overall, the experience has been mixed and often outright negative. The games that support the PS5 Pro properly are fantastic, you really get a major boost to clarity especially on a 4K screen. You basically get to play PS5 Quality Mode at 60FPS and I absolutely adore the system for when this is done well. Games like Kingdom Come 2, Ghost of Yotei, Battlefield 6, Death Stranding 2 all look phenomenal and PS5 Pro is the best console to play these games on. But unfortunately, the second half of 2025 for this system has been rough and often embarrassing for Sony as a whole. The fact that games as big as Metal Gear Solid 3 Remake came out and somehow ran WORSE on a PS5 Pro in comparison to a base PS5 is insane to me. Silent Hill f actively has shimmering issues only found on the PS5 Pro, this is straight up unacceptable and shows a clear lack of care from developers for this system and I firmly place the blame at Sony for not ensuring more of a process for getting these games properly supported on their currently flagship high-end system. It is embarrassing and makes me genuinely regret my purchase multiple times this year. It is important to note that Unreal Engine 5 games in specific have been struggling to properly support this system and this has to be addressed soon. It also didn’t help that multiple massive games like Mafia: The Old Country, Borderlands 4 and Arc Raiders straight up did not support the PS5 Pro. This literally never happened with the PS4 Pro almost all major games came out enhanced at launch, and again, I blame Sony for not ensuring more of a uniform process for how games should be upgraded for this system. It is an embarrassment to have massive games skip support for this system entirely and makes me genuinely think what is the point of even owning it? Going into 2026, Sony needs to lock in and start actively making a real process for developers to follow to properly support this system because it is a genuine embarrassment that this $750 console can somehow just not be supported or offer a worse experience than lower end consoles. Do I regret my purchase? Not completely, I know games like GTA 6 will look phenomenal and PS5 exclusives in general look insane on here. But the misses have been huge and must be addressed.
Synth Potato🥔 tweet mediaSynth Potato🥔 tweet mediaSynth Potato🥔 tweet mediaSynth Potato🥔 tweet media
Synth Potato🥔@SynthPotato

I bought a PS5 Pro y’all!!! 😁😁😁

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Patrick
Patrick@0xpatrickhan·
@keaukraine @SebAaltonen It’s already bundled with the SDK. And just like SDL it’s always been a completely optional component.
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keaukraine
keaukraine@keaukraine·
@SebAaltonen Hate to give hints but it makes way more sense to bundle volk with Vulkan SDK because it is related purely to Vulkan, not some 3rd party stuff stuffed into an open standard by some Khronos member. And still it is better to keep it separate. github.com/zeux/volk
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
I don't like bundling low level graphics APIs with wrapper and utility libraries. GLUT, SDL and similar should be their own products. Graphics APIs should be minimal. Let's not bloat them further by bundling them with more libraries.
LunarG@LunarGInc

Vulkan SDK now ships with SDL3 — huge win for GPU devs! Instant benefits: • First-class Vulkan surfaces • SDL_GPU: clean, thin Vulkan/Metal/D3D12 rendering with no boilerplate • Modern input, high-DPI, pen support, hot-plug controllers • Actively developed & future-proof

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Patrick
Patrick@0xpatrickhan·
@SebAaltonen The news isn’t that it ships with SDL as an option, the news is that it’s 3 instead of 2 now.
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Patrick
Patrick@0xpatrickhan·
@SebAaltonen It’s always been optional. It’s a checkbox option in the installer.
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Patrick
Patrick@0xpatrickhan·
@NOTimothyLottes The first game was my initial exposure to object space shading, very cool stuff! Much to think about. Also pretty neat in that it seems to be one of the only games that includes a “CPU benchmark”
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
Last time I played a RTS was Command HQ on dialup modem using EGA DOS video mode. But I'm tempted to try Ashes of the Singularity 2 simply to enjoy the latest of Dan Baker's really cool graphics engine: store.steampowered.com/app/3499790/As…
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Patrick
Patrick@0xpatrickhan·
@carygolomb One of their reasons for moving to UE5 was enabling ease of multi-production. Pretty sure they’ve also confirmed somewhere specifically it’ll be using UE5.
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pxdl
pxdl@pixeldeadlock·
@jackharrhyisme @sampavlovic That makes sense now. But, if we’re indirectly using Source 2, how are we allowed to publish the games without any licensing or royalty fees?
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Sam Pavlovic
Sam Pavlovic@sampavlovic·
we have open sourced s&box under a permissive license, create what you want with it, hoping people can make good use of it thank you for your attention to this matter!
s&box@s8box

s&box is now open source — we're pleased to share our .NET 10 game engine source under the MIT license. Our goal with the play fund, royalty free game exporting and open source are all about giving back to the community so everyone wins. 👉github.com/Facepunch/sbox…

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