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John Parsaie

@parsaie.bsky.social

Chain swapping GPU hang detective @ Qualcomm | Ex-Unity (opinions mine)

204 Followers  |  175 Following  |  36 Posts  |  Joined: 23.10.2024  |  2.0912

Latest posts by parsaie.bsky.social on Bluesky

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LunarG at XDC 2025: KosmicKrisp Overview - LunarG At XDC 2025 in Vienna, LunarG's Aitor Camacho Larrondo presented an overview of KosmicKrisp, a new Vulkan-to-Metal Mesa driver.

Try KosmicKrisp (upcoming MoltenVK replacement ๐Ÿ™‚) and tell us how it is!

www.lunarg.com/lunarg-at-xd...

30.11.2025 21:04 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

For a while I was going 100% Vulkan and using MoltenVK to reach macOS for a project, but switched to NRI a couple years ago and have had a good time. The maintainer is also really responsive.

01.10.2025 20:33 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 โ€” ๐Ÿ‘ 166    ๐Ÿ” 55    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 4
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That feeling when the superluminal trace is a green wall

13.09.2025 16:56 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements.

Full release notes: github.com/baldurk/rend...

Binary builds: renderdoc.org/builds

05.09.2025 16:09 โ€” ๐Ÿ‘ 43    ๐Ÿ” 8    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Symbol look up happens at creation time (just using backtrace-cpp lib for that. C++23 did bring <stacktrace> but it wasnโ€™t very stable for me)

27.08.2025 18:25 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I will dust it off and publish it soon, I have been meaning to do something similar for DRED breadcrumbs as well for better GPU hang analysis

27.08.2025 06:10 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :)

27.08.2025 06:02 โ€” ๐Ÿ‘ 19    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....

26.08.2025 05:09 โ€” ๐Ÿ‘ 39    ๐Ÿ” 13    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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a man in a suit and tie with his arms in the air and the words it 's happening ALT: a man in a suit and tie with his arms in the air and the words it 's happening

Downloading pre-compiled shaders on PC????

devblogs.microsoft.com/directx/intr...

20.08.2025 16:58 โ€” ๐Ÿ‘ 98    ๐Ÿ” 20    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 1
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As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com

09.08.2025 09:15 โ€” ๐Ÿ‘ 58    ๐Ÿ” 25    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Quick! Back to ImGui!

11.06.2025 07:56 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
VK_KHR_unified_image_layouts :: Vulkan Documentation Project

Probably the most important Vulkan update since dynamic rendering is live!

docs.vulkan.org/features/lat...

09.06.2025 22:37 โ€” ๐Ÿ‘ 30    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

Modern strand-based hair systems typically offer a length-wise per-strand UV coordinate, so it's technically doable. You would somehow need to parameterize the texture lookup based on a function of <strand ID, strand UV>

30.05.2025 04:59 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
The Secrets of Floating-Point Numbers

I just published my new article:
The Secrets of Floating-Point Numbers
asawicki.info/articles/sec...

28.05.2025 14:56 โ€” ๐Ÿ‘ 39    ๐Ÿ” 13    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Same for Vulkan and the VVL!

26.05.2025 00:37 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Oh I was on the southbound one, just realized in the screenshot you are walking north

10.04.2025 23:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I am literally on this exact bus right now

10.04.2025 23:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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C++ Dynamic Debugging: Full Debuggability for Optimized Builds - C++ Team Blog Over the past 5 years, weโ€™ve had many incredible opportunities to engage with game developers. From AAA studios to indie developers, the passion for slashing iteration times is significant. Amidst all...

Never building debug binaries again :)

devblogs.microsoft.com/cppblog/cpp-...

02.04.2025 19:06 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
RANDOM.ORG - Decimal Fraction Generator This page allows you to generate random decimal fractions using true randomness, which for many purposes is better than the pseudo-random number algorithms typically used in computer programs.

My next hobby path tracer will require an internet connection and draw random samples from www.random.org/decimal-frac... (/s)

29.03.2025 19:05 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

"Thus one nit is one lux per steradian is one candela per square meter is on lumen per square meter per steradian. Got it?" - Jim Kajiya

(Annual reread of PBRT Radiometry chapter because I keep forgetting)

29.03.2025 17:13 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - FFmpeg/asm-lessons: FFMPEG Assembly Language Lessons FFMPEG Assembly Language Lessons. Contribute to FFmpeg/asm-lessons development by creating an account on GitHub.

TIL that because the FFmpeg project has gained so much experience in hand-writing assembly code to provide huge speedups, they now are putting together a series of lessons for learning assembly:

Vibe coding is fun and all, but this is probably a better use of time!

github.com/FFmpeg/asm-l...

24.03.2025 06:24 โ€” ๐Ÿ‘ 290    ๐Ÿ” 85    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 1

This rocks

13.02.2025 16:49 โ€” ๐Ÿ‘ 32    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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This is the amount of shader ISA code the compiler produces for a single atan2(). Avoid using it for time critical code.

10.01.2025 16:51 โ€” ๐Ÿ‘ 50    ๐Ÿ” 8    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
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Well, it wound up taking nearly the rest of my holiday, but I finished adding multi-pass support to my image quality reference tool's ShaderToy input mode.

03.01.2025 18:32 โ€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Debugging multi-pass support at the moment, exposed an option to write the HLSL to disk with spirv-cross. We normally go straight from SPIR-V to DXIL for the cross compilation but it can be helpful to look at the intermediate HLSL to sort out some issues.

28.12.2024 00:53 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Debugging multi-pass support at the moment, exposed an option to write the HLSL to disk with spirv-cross. We normally go straight from SPIR-V to DXIL for the cross compilation but it can be helpful to look at the intermediate HLSL to sort out some issues.

28.12.2024 00:53 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Publicly available graphics debugging tools are getting very good. However, I have not found any like GPUView, which allow viewing sw/hw queues from ETL traces. Sadly the UI is very poor. The Superluminal devs are probably in the best position to make a modern version of GPUView.

25.12.2024 23:52 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Sample Application for Direct3D 12 Flip Model Swap Chains D3D12 supports only flip model swap chains. This article helps you understand the parameters in a flip model swap chain, links to an application that lets you play with these parameters, and points yo...

This live visualization of queued CPU/GPU/Present timelines in this Intel demo app is neat:

www.intel.com/content/www/...

25.12.2024 23:45 โ€” ๐Ÿ‘ 58    ๐Ÿ” 11    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

Actually, in the video the ymin=0, and the ymax=200%, however I changed them to the previous tweet since it looks a bit less jittery.

24.12.2024 21:43 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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