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jms55
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13 ms
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1.
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by
jms55
1y ago
If I remember correctly, most drives either: 1. Fail in the first X amount of time 2. Fail towards the end of their rated lifespan So buying used drives doesn't seem like the worst idea to me. You've already filtered out the drive
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jms55
1y ago
Hi, author of Solari here! It was pretty straightforward honestly. bevy_solari is written as a standalone crate (library), without any special private APIs or permissions or anything https://github.com/bevyengine/bevy&#
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jms55
1y ago
I've been working on raytraced lighting in the Bevy game engine, using wgpu's new support for hardware raytracing in WGSL. The initial prototype is launching with the release of Bevy 0.17 tomorrow, but there's still a ton lef
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Realtime Raytracing in Bevy 0.17 (Solari)
(jms55.github.io)
3 points
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jms55
1y ago
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0 comments
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jms55
1y ago
Nothing, I haven't found a good option yet. We do have the existing bindings to a 2-year old version of basis universal, but I've been looking to replace it.
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jms55
1y ago
I've been evaluating texture compression options for including in Bevy https://bevy.org , and there's just, not really any good options? Requirements: * Generate mipmaps * Convert to BC and ASTC * Convert to ktx2 with z
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jms55
1y ago
For people not familiar with how ML is being used by games, checkout this great and very recent SIGGRAPH 2025 course https://dl.acm.org/doi/suppl/10.1145/3721241.3733999 . Slides are in the supplementary mater
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jms55
1y ago
> Metal also definitely has a healthy balance between convenience and low overhead - and more recent Metal versions are an excellent example that a high performance modern 3D API doesn't have to be hard to use, nor require thousands
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jms55
1y ago
https://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all
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jms55
1y ago
I wrote most of the virtual geometry / meshlet feature, so thanks for the kind words! It's not quite at the level of Nanite, but I'm slowly getting there. Main limiter is that I do this in my spare time after work, since I do
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jms55
1y ago
I've used LiveView a little in the past, and besides the lack of static typing (at the time, I think Elixir has gotten some type annotations since), I really liked it and found it easy to work with. Ecto though, I could never figure ou
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jms55
1y ago
If you want to make nice looking materials and effects, you need a combination of good lighting (comes from the rendering engine, not the material), and artistic capabilities/talent. Art is a lot harder to teach than programming I feel
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jms55
1y ago
> An exception that doesn't change the rule, where are the Vulkan extensions for DirectX neural shaders, and RTX kit? DirectX "neural shaders" is literately the VK_NV_cooperative_vector extension I mentioned previously, wh
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jms55
1y ago
> NVidia and AMD keep designing their cards with Microsoft for DirectX first, and Vulkan, eventually. Not really. For instance NVIDIA released day 1 Vulkan extensions for their new raytracing and neural net tech (VK_NV_cluster_accelerati
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jms55
1y ago
> And not only are we getting tile/block-level primitives and TileIR As someone working on graphics programming, it always frustrates me to see so much investment in GPU APIs _for AI_, but almost nothing for GPU APIs for rendering.
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jms55
1y ago
Never used CUDA, but I'm guessing these map to the same underlying stuff as timestamp queries in graphics APIs, yes?
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jms55
1y ago
> But the biggest problem I'm having is management of buffer space for intermediate objects My advice for right now (barring new APIs), if you can get away with it, is to pre-allocate a large scratch buffer for as big of a workload
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jms55
1y ago
Agreed, there are two different problems being described here. 1. Divergence of threads within a workgroup/SM/whatever 2. Dynamically scheduling new workloads (i.e. dispatches, draws, etc) in response to the output of a previous w
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jms55
1y ago
> Are you arguing for a better software abstraction, a different hardware abstraction or both? I don't speak for Raph, but imo it seems like he was arguing for both, and I agree with him. On the hardware side, GPUs have struggled wi
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jms55
1y ago
You can. There are API extensions for persistently mapping memory, and it's up to you to ensure that you never write to a buffer at the same time the GPU is reading from it. At least for Vulkan/DirectX12. Metal is often weird, I d
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jms55
1y ago
Fast light transport is an incredibly hard problem to solve. Raytracing (in its many forms) is one solution. Precomputing lightmaps, probes, occluder volumes, or other forms of precomputed visibility are another. In the end it comes down to
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jms55
2y ago
Not quite correct. For primary visibility, you don't need more than 1 sample. All it is is a simple "send ray from camera, stop on first hit, done". No monte carlo needed, no noise. On recent hardware, for some scenes, I'
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jms55
2y ago
Ray tracing refers to the act of tracing rays. You can use it for lighting, but also sound, visibility checks for enemy AI, etc. Path tracing is a specific technique where you ray trace multiple bounces to compute lighting. In recent games,
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jms55
2y ago
Like others have said, basically traditional GPUs (RTX 40/50 series in particular, 20/30 series have much weaker tensor cores). In terms of software, recent NVIDIA and AMD research has focused on fast evaluation of small ~4 layer
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jms55
2y ago
Lets say you already have deep knowledge of GPU architecture and experience optimizing GPU code to saves 0.5ms runtime for a kernel. But you got that experience from writing graphics code for rendering, and have little knowledge of AI stuff
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jms55
2y ago
Most of our examples are. Try them out here! https://bevyengine.org/examples For virtual geometry specifically, it makes use of 64-bit integers and atomics, which are not supported on WebGPU at the moment, only the native V
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jms55
2y ago
Thank you! I think if I had to spend time recording and putting together videos, I would never get any programming done haha. Putting together the blog posts are pretty taxing as it is.
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jms55
2y ago
Thank you for the kind words! Expect another blog post sometime soonish for Bevy 0.16. Although a smaller one, I've unfortunately not had much time to contribute to Bevy and work on virtual geometry lately.
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jms55
2y ago
Not a very impressive example yet, it's mainly there for our CI system[1] to ensure that no one accidentally breaks the meshlet feature, but there is an example you can run to get a basic idea of the feature. You can download Bevy htt
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jms55
2y ago
Self promotion: I've been working on a WebGPU version of Nanite for over a year now. If you found the OP's work interesting, you might enjoy my very long blog posts on the topic. https://jms55.github.io/posts/
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