Andrew Cox

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Andrew Cox

Andrew Cox

@ahcox

Graphics Engineer

London, UK Katılım Mart 2009
605 Takip Edilen475 Takipçiler
Sascha Willems
Sascha Willems@SaschaWillems2·
Been working on a single page "How to Vulkan in 2025/26" tutorial/guide. I want to do more than "just another" tutorial so I try to add in little notes here and there to add context based on my experience from helping @VulkanAPI #vulkan developers for now almost ten years :)
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matt sarnoff
matt sarnoff@txsector·
A sneak peek of something I’ve been working on bit by bit: the Amethyst. An 8-bit retro computer powered by a @MicrochipTech ATmega1284P. 16- and 256-color composite video. Mechanical keyboard. Arduino bootloader. Breadboardable. Forth interpreter. Writeups/videos coming soon!
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Andrew Cox
Andrew Cox@ahcox·
@ryanshrout @PlayStation @AMD Any idea _why_ they put out a video about technology "that only exists in simulation" (Cerny)? The video was highly scripted so represents some corporate purpose.
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Ryan Shrout
Ryan Shrout@ryanshrout·
Sony @PlayStation and @AMD just dropped their Project Amethyst preview, outlining a shared vision for next-generation gaming built around neural rendering, adaptive performance, and efficiency-driven design. It isn’t just about faster GPUs. It hints at a shift toward primarily machine-learning-enhanced graphics pipelines, where neural arrays and AI-optimized cores shape how scenes are rendered in real time. This collaboration extends into Sony’s next platform, it could mark the beginning of mainstream AI-native gaming hardware where learning models, not shaders alone, define immersion and responsiveness. From the AMD note: "While these technologies currently only exist as simulations, they are expected to appear in future consoles in a few years’ time." Watch the full announcement here: youtube.com/watch?v=ItXPvG…
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Andrew Cox
Andrew Cox@ahcox·
@kennyalive0 Mine too. Don't remember seeing reuse recommended in IHV perf guides. Have seen it warned against in at least one. Mostly wondering if it gets used anyway for convenience or some niche cases.
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Artem Kharytoniuk
Artem Kharytoniuk@kennyalive0·
@ahcox fresh every frame, recording is fast, caching is limited and adds complexity. Important problem that command buffers solve is multithreaded recording. If you have a complex use case that can be cached, it makes sense. My impression it’s rare though
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Andrew Cox
Andrew Cox@ahcox·
Vulkan users, do you ever build command buffers early and then reuse them in subsequent frames or do you always build all your command buffers fresh every frame? #vulkan #realtimegraphics
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Andrew Cox
Andrew Cox@ahcox·
@wolfgangengel Ideally a plain PDF but I understand that publishing that way could be a financial mistake.
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Wolfgang Engel
Wolfgang Engel@wolfgangengel·
@ahcox Unfortunately, no. It is hard to sell the book anywhere else when you are "locked" into the Amazon printing on demand/Kindle ecosystem. Which one did you have in mind?
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Andrew Cox
Andrew Cox@ahcox·
@SebAaltonen This thread is mostly about one particular topology of cores and memory subsystem. For a diverse platform like PC or Android mobile, what's the strategy for running well across all devices? Possible to use a library like hwloc to query the topology and adapt?
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Let's talk about CPU scaling in games. On recent AMD CPUs, most games run better on single CCD 8 core model. 16 cores doesn't improve performance. Also Zen 5 was only 3% faster in games, while 17% faster in Linux server. Why? What can we do to make games scale? Thread...
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Andrew Cox
Andrew Cox@ahcox·
@elonmusk Heard you say a few times that Earth was the computer that computed 42, but it wasn't. It was the greater computer to determine the question. It was just about to finish when it was destroyed to make way for a hyperspace bypass. youtu.be/5ZLtcTZP2js @CommunityNotes
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Andrew Cox
Andrew Cox@ahcox·
Vulkan SDK origin story from Karen Ghavam and ARM Windows 11 Vulkan support from Richard Wright, plus an overview of the SIGGRAPH course on mobile graphics and some machine learning on the ARM Developers channel. youtu.be/Wo4fK0R_A1I
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Andrew Cox
Andrew Cox@ahcox·
Are there d3d12 games with ARM64 builds out there?
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Andrew Cox retweetledi
LunarG
LunarG@LunarGInc·
The Vulkan SDK components come from open-source repositories. While it is feasible to develop @VulkanAPI applications without using the Vulkan SDK, installing it has many advantages. Check out @LunarGInc's white paper that shares the many benefits. bit.ly/3P7omVL
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LunarG
LunarG@LunarGInc·
@LunarGInc releases new Windows, Linux, and macOS SDKs for @VulkanAPI header 1.3.216 that include the AMD Memory Allocator, Validation Layer Fine-Grained Locking by default, vkconfig enhancements, new extensions, and support for MoltenVK version 1.1.10. bit.ly/3tER4EV
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