looks like disabling the validation layer fixes the crash
14.02.2025 05:25 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
anyone know if the RTX neural shading sample from the Nvidia neural kit works on RtX 2080? it's crashing in the driver during a transition. its running on vulkan and i have the latest drivers
14.02.2025 05:02 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Havenโt watched any of the old Indiana Jones movies at all. Iโm a fan of action adventure narratives and this looks like one
16.12.2024 07:22 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
I might get this game
13.12.2024 20:32 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
I would love toโฆ I am curious to see how all the edge cases were handled on the GPU
10.11.2024 22:25 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Weโre insane. I aim to achieve my handle ๐
10.11.2024 22:15 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0
Implementing bilinear cube map sampling on CPU is a bit of a pain, especially when dealing with the edges with the +Y/-Y faces
09.11.2024 23:28 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
The interface here is really similar to the other vile one. But already liking the video uploads here
03.11.2024 00:11 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
current state of CPU path tracer: using embree + Intels TBB for each pixel, GLTF scene loader. using simple PBR with environment map in first hit. need to improve cube map sampling, use Disney BSDF and port all this to GPU.
02.11.2024 23:59 โ ๐ 10 ๐ 0 ๐ฌ 0 ๐ 0
hello world
02.11.2024 23:24 โ ๐ 9 ๐ 1 ๐ฌ 0 ๐ 0
Senior Graphics Programmer at Rockstar North, ex. AMD. Music gear hoarder and cat enthusiast.
Views and opinions are my own etc etc
Senior Rendering Engineer on Frostbite and (very)amateur photographer
Itโs Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
https://gurupanguji.com/about
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg)
Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
It's all about Wรทmยฒ and WรทKg ๐๐ดโโ๏ธ
www.rombo.tools
Game Director at Naughty Dog, Intergalactic: The Heretic Prophet, The Last of Us Part II, Uncharted: The Lost Legacy. Kenneled over 16 years. He/him.
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
High Empress of Compute Units at Remedy, typo queen, Movie lover and Linux fan
Senior Graphics Programmer at Nixxes Software. Previously TT Games and WeirdBeard Games. Also interested in symphonic metal, hiking, cycling infrastructure, and sustainability. Aussie recently returned from The Netherlands.
Building and breaking software.
Shiny pixels @ NVIDIA.
http://adriancourreges.com
R* NWE Engine Programmer, Bruins fan, weightlifter. All views are my own.
PIX dev lead, DirectX @ Microsoft
Graphics Software Engineer. Worked at AMD, Intel, Microsoft, gamedev, television...
We're the #gamedev home for AMD FidelityFXโข effects inc. FSR, Radeonโข Developer Tool Suite, VMA, AMF + more.
๐ฎ๐น(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
Senior Rendering Engineer WetaFx
Prev Unity, Graphine, Buas
Previously: technical fellow at Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
lead engine programmer at Insomniac Games, focusing on animation tech - my team develops the animation, cinematics, physics and destruction systems that underpin all our games