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sndels

@sndels.bsky.social

Computer Graphics, on and off the clock. GPU wrangler, engine plumber and tools artisan on 3DMark. Toys and experiments at https://github.com/sndels

64 Followers  |  169 Following  |  104 Posts  |  Joined: 23.10.2024  |  2.2023

Latest posts by sndels.bsky.social on Bluesky


Maybe they felt Hardspace: Shipbreaker was so OP someone had to attempt a counterbalanceπŸ‘·

14.02.2026 04:46 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I'm still baffled by the design of our oven where it turns off its internal light as an "energy saving" measure. I have already forgotten that oven on once for half an hour or something and that surely negated any energy savings from the light for the entire lifetime of the oven...

02.01.2026 18:58 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Indika is a really interesting

26.12.2025 11:19 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Ideally UI, black and peak levels are standardized into OS calibration and in-game could be as simple as scene exposure. Give me a bright/dim toggle in my PS5 quick menu to flip both the OS and game calibration presets.

21.12.2025 16:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I often don’t want my S90C blasting at full power in my dimly lit living room late at night. Calibrated black levels also vary depending on ambient lighting. It's not that the user has to calibrate per game to get an optimal experience, it's that they might have to re-calibrate every time they play!

21.12.2025 16:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The recent HDR discussion seems to be missing some of my gripes with the current state of affairs. Never mind bad highlight clipping behavior on my TV(?), mismatching raster/sampled light power in some games and questionable side-by-side comparisons: a single calibration profile is not enough.

21.12.2025 16:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I found that an already narrow focus really amplifies the tunnel vision of ”must”s and ”have to”s that can drive one into burnout. Hopefully you find your way through to the other side well.

25.11.2025 06:22 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The tech is pretty mathy by nature, but I found the SIGGRAPH course notes quite well structured. They clarify quite a bit of confusion in the terminology and equations coming from the first few papers when the theory wasn’t as generalized as it got in ReSTIR PT intro-to-restir.cwyman.org

19.11.2025 12:56 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

On second thought, an absurdist comedy show, like the US shows tend to be, could make fully generated visuals the aesthetic

30.10.2025 12:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The anime industry is something like 10 years into trying to figure out how to use 3d without a vocal part of the fanbase losing their shit about it. I suspect AI as in GenAI has similar issues if applied to a show across the board πŸ˜„

30.10.2025 11:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

For tech questions, start your answers simple/high level. It’s easy to forget ”obvious” things if you start dropping nitty gritty details before laying the groundwork.

19.10.2025 13:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

New endpoint cybersecurity software

13.10.2025 05:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I’ve mostly used throwables to hit adds and panic spamming when I think the boss is about to drop πŸ˜„

27.09.2025 15:17 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The Hornet statuette and Fixer statue in Silksong is probably one of my all time favorite pieces of video game storytelling. The rollercoaster of emotions getting the statuette with its description first and then walking past the statue. I love this medium.

27.09.2025 15:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It feels weird that the needolin and map get prime bindings and offensive tools are behind an awkward button combination. It’s as if the game actively doesn’t want you to use the tools

27.09.2025 14:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

It’s been interesting to see the direction of the API dev on the Vulkan side. While Vulkan has been adding streamlining extensions aimed for desktop, DX12 also got render passes to cater for the Windows on Arm -crowd and enhanced barriers to flesh out the original sync model.

11.09.2025 04:41 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

”Resolution” not meaning *resolution* is really confusing πŸ˜…

03.09.2025 14:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Iirc those basically control display scaling on mac instead of changing the actual output resolution. I guess it’s that way to make legacy non-DPI aware apps trivially compatible with retina even if they scale their fonts etc. based on the queried display resolution.

03.09.2025 14:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I’ve seen a ”HLSL-like python into Blender material node graph” implementation and even the MVP was very usable. It would be great to have seamless to/from conversion in both directions as the default workflow.

23.08.2025 12:52 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Meant commit, not submit

22.08.2025 15:22 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

You can also submit partially staged changes this way and use fixup in interactive rebase to combine commits after reordering. The rebase view in git fork is real nice.

22.08.2025 15:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This sounds very similar to how Breath of the Wild handled Zelda’s arc in the past timeline πŸ˜…

13.08.2025 04:40 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I'm also still dreaming of a version where the drafts are seeded on the existing rooms to make the RNG entirely deterministic. I know that's probably a recipe for never hitting certain conditions but it's such a neat idea with the logbook of previous layouts and all.

10.08.2025 16:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Blue Prince taught me that I often really prefer to pull on the most interesting thread until I'm stuck before switching gears. Being forced to constantly change puzzles seemed to make all of the mysteries feel less and less worthwhile. I'm curious how much a zero "wasted" time mode would affect it.

10.08.2025 16:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

I think the point about players trying to play "optimally" applies here too as "optimal" means you try to keep *everything* in mind at all times just in case. That's a lot of mental overhead even if you have clear notes.

10.08.2025 16:21 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
Preview
Shadertoy

Graffathon happened again and this time I went for an executable graphics looping animation thingy instead of a full demo. There has to be a less messy way to create SDF character rigs, right? www.shadertoy.com/view/tfdSzf

08.06.2025 16:49 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It would be very Microsoft UI if that was localized Ctrl-E(tsi) based on some arbitrary OS locale settingπŸ˜…

06.06.2025 13:18 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The pieces are already there with the browsable history and re-rolls could only mulligan the current room, deterministically. It could be tough to balance for sure, but the idea is really exiting.

27.04.2025 07:51 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I keep wondering what Blue Prince would be like if the room RNG was deterministic and seeded by the existing floor plan. What if the biggest shortcoming of the game was yet another layer to the puzzle?

27.04.2025 07:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

How well does it expose the actual usage docs of the commands/tools that come up in the generated commands? Vibing through cmd sounds really scary but it could be good if it gets you a command and reliable docs to verify it fast.

17.04.2025 05:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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