Try KosmicKrisp (upcoming MoltenVK replacement ๐) and tell us how it is!
www.lunarg.com/lunarg-at-xd...
@parsaie.bsky.social
Chain swapping GPU hang detective @ Qualcomm | Ex-Unity (opinions mine)
Try KosmicKrisp (upcoming MoltenVK replacement ๐) and tell us how it is!
www.lunarg.com/lunarg-at-xd...
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 ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0New 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...
That feeling when the superluminal trace is a green wall
13.09.2025 16:56 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0RenderDoc 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
Symbol look up happens at creation time (just using backtrace-cpp lib for that. C++23 did bring <stacktrace> but it wasnโt very stable for me)
27.08.2025 18:25 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I 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 ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0Finally 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 ๐ 19 ๐ 2 ๐ฌ 2 ๐ 0#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 ๐ 39 ๐ 13 ๐ฌ 0 ๐ 0Downloading pre-compiled shaders on PC????
devblogs.microsoft.com/directx/intr...
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
Quick! Back to ImGui!
11.06.2025 07:56 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Probably the most important Vulkan update since dynamic rendering is live!
docs.vulkan.org/features/lat...
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 ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I just published my new article:
The Secrets of Floating-Point Numbers
asawicki.info/articles/sec...
Same for Vulkan and the VVL!
26.05.2025 00:37 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Oh I was on the southbound one, just realized in the screenshot you are walking north
10.04.2025 23:11 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I am literally on this exact bus right now
10.04.2025 23:08 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0Never building debug binaries again :)
devblogs.microsoft.com/cppblog/cpp-...
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 ๐ 2 ๐ 0 ๐ฌ 0 ๐ 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)
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...
This rocks
13.02.2025 16:49 โ ๐ 32 ๐ 5 ๐ฌ 1 ๐ 0This 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 ๐ 50 ๐ 8 ๐ฌ 4 ๐ 0Well, 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 ๐ 10 ๐ 0 ๐ฌ 0 ๐ 0Debugging 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 ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0Debugging 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 ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0Publicly 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 ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0This live visualization of queued CPU/GPU/Present timelines in this Intel demo app is neat:
www.intel.com/content/www/...
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 ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0