Jeremy Laumon

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Jeremy Laumon

Jeremy Laumon

@_plop_

lead engine saboteur @Guerrilla previously: engine lead/eye of sauron @Pastagames https://t.co/lUFHo4a464 🇨🇵🥖

Amsterdam, The Netherlands Katılım Ağustos 2008
989 Takip Edilen1.7K Takipçiler
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Jeremy Laumon
Jeremy Laumon@_plop_·
I'm not really checking Twitter anymore
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Guerrilla
Guerrilla@Guerrilla·
Forge your legacy in Horizon Hunters Gathering – a tactical co-op action game that lets up to three players team up as heroic Hunters to protect a world under threat from deadly machines. Coming to PS5 and PC. youtu.be/Wi_kz4MDG1o #HorizonHuntersGathering #RallyForTheHunt
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Dmytro Bulatov 🇺🇦
Dmytro Bulatov 🇺🇦@dmytro_bulatov·
I wrote a blog post describing state of GPU market and what does it mean for support of new GPU features asawicki.info/articles/state… Please take a look and share your feedback Thanks to @Reg__ for letting me publish on his blog
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János Turánszki
János Turánszki@turanszkij·
@Reg__ @pixelsnafu Unfortunately these don't respect the uav barriers, they always wait for completion. Doing large clears or many small clears is better done by shader.
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Dmytro Bulatov 🇺🇦
Dmytro Bulatov 🇺🇦@dmytro_bulatov·
Made new release for D3d12infoGUI today - github.com/Devaniti/D3d12…. We have major new cap to report - Tight alignment support. So new reports are very welcome. As always, thanks to @Reg__ for update to D3d12info.
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Jeremy Laumon
Jeremy Laumon@_plop_·
@Hello_ReiRei @SheriefFYI What I'd aim for is have an engine where assets are referenced by UUID instead of a path + some kind of asset indexer that keeps track of which file contains which UUID. On windows you can use USN journals to keep that up to date, but on Linux... rescan everything on start up?
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Jeremy Laumon
Jeremy Laumon@_plop_·
@SheriefFYI @nikitonsky It looks like wait for idle followed with resize. That only works if your rendering is very fast. But I guess in most non trivial rendering cases, you'd have to also resize some render targets and allocating VRAM is so slow it'd kill the frame rate anyway
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Sebastian Castellanos
Sebastian Castellanos@Sebasti66855537·
If I were a game dev nowadays making a UE5 (or any other graphically demanding engine) PC game, then I'd target 4 tiers of specs: Entry level, midrange, high-end & enthusiast. In terms of perf I'd target an average of 60 FPS with good frametimes & appropriate graphics settings:
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Jeremy Laumon
Jeremy Laumon@_plop_·
@mpr_reviews Guess what, there are already many co-dev studios doing exactly that! 😄 Does it help? Yes, a lot. Is it enough, not always!
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Mostly Positive Reviews
Mostly Positive Reviews@mpr_reviews·
Doesnt necessarily have to be at the end, they can be used any time during dev cycle. Just pay Epic for a bunch of man hours and use those hours as and when it's required.
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Mostly Positive Reviews
Mostly Positive Reviews@mpr_reviews·
I have an idea for Epic / @TimSweeneyEpic Create a Rent-A-Dev system for UE5 games. As soon as a studio is close to finishing their game running on UE5 you send a few devs over to help optimize for a cost. Different pricing tiers to determine how many hours they get.
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Jeremy Laumon
Jeremy Laumon@_plop_·
@NOTimothyLottes Hopefully that's only a first step though, they do mention "engaging with this feature for in-market titles" 🤞
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NOTimothyLottes
NOTimothyLottes@NOTimothyLottes·
Ok I see MS made it more clear? devblogs.microsoft.com/directx/introd… - ASD is a DX implementation of an existing non-DX idea, but it's force bundled with the 'xbox windows store' [which is maybe what the xbox console is ultimately devolving to, a WinPC store-front]?
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Jeremy Laumon
Jeremy Laumon@_plop_·
@SheriefFYI I wasn't, but I'm going to pretend my tweets were in all those meetings
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Sherief, FYI
Sherief, FYI@SheriefFYI·
@_plop_ I've been informed on this internally for a while 😃
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Angel Ortiz
Angel Ortiz@aortizelguero·
@_plop_ congrats! now you can send someone else to fix hardware removed popup bugs 🙏
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