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Bas Nieuwenhuizen

Open Source GPU Drivers

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A driver on the GPU

The title might be a bit hyperbolic here, but we’re indeed exploring a first step in that direction with radv. The impetus here is the ExecuteIndirect command in Direct3D 12 and some games that are using it in non-trivial ways. (e.g. Halo Infinite)

Raytracing Starting to Come Together

I am back with another status update on raytracing in RADV. And the good news is that things are finally starting to come together. After ~9 months of on and off work we’re now having games working with raytracing. Working on first try after getting all the required functionality was Control:

World’s Slowest Raytracer

I have not talked about raytracing in RADV for a while, but after some procrastination being focused on some other things I recently got back to it and achieved my next milestone.

Making Reading from VRAM less Catastrophic

In an earlier article I showed how reading from VRAM with the CPU can be very slow. It however turns out there there are ways to make it less slow.

First Rays

Given that the new RDNA2 GPUs provide some support for hardware accelerated raytracing and there is even a new shiny Vulkan extension for it, it may not be a surprise that we’re working on implementing raytracing support in RADV.

A First Foray into Rendering Less

In RADV we just added an option to speed up rendering by rendering less pixels.

The Catastrophe of Reading from VRAM

In this article I show how reading from VRAM can be a catastrophe for game performance and why.

A New Blog, Now What?

This is the first post of this blog and with it being past midnight I couldn’t be bothered making one about a technical topic. So instead here is an explanation of my plans with the blog.