Burak Efe | Climbing the mount Vulkan🌋💀
121 posts

Burak Efe | Climbing the mount Vulkan🌋💀
@burak_efe_dev
CARE! I migth post about C++ or Vulkan. Opinions are my own, not my landlord's.
Mount Vulkan Katılım Ocak 2024
128 Takip Edilen31 Takipçiler
Burak Efe | Climbing the mount Vulkan🌋💀 retweetledi

@Reg__ @SaschaWillems2 @VulkanAPI was it this docs.vulkan.org/guide/latest/s… i didnt know submit semaphore shoul be per swpchain img and not frames before this error
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@SaschaWillems2 @VulkanAPI Interesting article!
In my VMA sample app I always had double-buffering of everything and no vkQueueWaitIdle but I have some validation layer errors regarding synchronization that I need to fix.
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When I started work on my @VulkanAPI #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording.
Finally fixed those and also write a bit about that and 10 years of Vulkan samples: saschawillems.de/blog/2025/08/1…
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@mwesterdahl76 Let us know if you manage to find a good one, I was searching for it too...
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@Varaquilex I think Photometry would be a better term than biology in this context. Also there is Radiometry if its a offline renderer.
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Biology for understanding how eye and human color perception works
Math for changing various 3d,4d spaces that map the human perception of color into numbers
Technology to understand how modern color displaying works, from eye to optical device and how it's standardized to achieve as close as possible results for a given input (content) on various output devices (TVs, monitors, cinema, etc)
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@cybereality Yes its visible on self shadowed parts. Im not expert but shouldnt be sss also reduce specular reflections?
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So here's a better shot of the screen space subsurface scattering in #Degine on and off so it's clear what the shader is doing.


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@spkanilo It adds up, development time is just as important as other aspects of software
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@icauroboros IMHO instantiation time is not the reason you don't want to use some particular feature
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@CUDAHandbook Can't be like, cpu handles caches itself while ram chip handles ram memory in async. Or is it already like this?
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@icauroboros The memory traffic has to be reconciled with the cache hierarchy.
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@ccallac7 Looks like it can be built freely and not predefined voxelized positions. Looks hard indeed.
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@sarpersoher More like so much work to do for a raycasting, but its so useful in game dev, I think it's definitely worth it to have.
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@splinedrive True, but it will still take years to decide what not to use for that subset. And ensuring that you and your teammates stay within that subset is hard, if not impossible.
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C++ is basically a disease, a money-laundering scheme. Some guys, constantly trying to prove themselves, keep writing and adding to the standards. It's complete and utter nonsense. But if you just use a subset of it, it's damn good. Still, it's bloated and has become an industry for some people who just want to cash in on it.
God night
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@charshenton or qcom should be a decent gpu developer and hire some driver programmers instead of wasting the time of graphics developers with bugs and subpar performance.
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I hate comparison shots like this. There's no shadows or screen space AO. A game designed without path tracing would definitely have both of those today. And the image would still look good.
Compusemble@compusemble
One example from the video below. Standard ray tracing vs path tracing. Path tracing in F1 25 looks incredible.
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@yutongwu111140 for me one of the best use for AI is asking cmake questions
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