One year of daily driving AMD/Linux
As written in my previous post, I switched to Linux and AMD GPUs for my main desktop PC last year. Here’s my experience with daily driving it.
Random thoughts and progress on my personal projects.
As written in my previous post, I switched to Linux and AMD GPUs for my main desktop PC last year. Here’s my experience with daily driving it.
A few weeks ago, I decided to port my Windows-only engine to Linux, and also switch from an NVIDIA GPU to an AMD one. Here are a few interesting things I noted along the way.
It has been a while since I’ve posted something here! For the past few months, I have mostly been working on Global Illumination (GI) for my engine Carrot, switching with other tasks when I grew bored. I might do a few articles on them, even if I don’t think they generalise as such as my other articles. Oh and I shipped a small indie game , so I was a tiny bit busy. The (past) state of Carrot’s…
Alternative title: “Going further than Nanite: Raytracing”, but that might be a bit pretentious. It’s been a while, I’ve spent a month trying to improve the performance and rendering quality of my engine for the GP Direct! Carrot is visible at 12:17, but don’t hesitate to look at all the submissions! Anyway, turns out raytracing and virtual geometry don’t really want to work together. Introduction…
⚠️ This article is a short follow up on Recreating Nanite: Runtime LOD selection. You should read it before reading this article!
This article is part of the “Recreating Nanite” series, you should read the previous articles to fully understand what is going on here!
Table of contents: Introduction Fixing performance Law of large numbers Doing less work Fixing quality
At the end of the previous article , you could see the albedo and lighting being applied to rendered clusters. How? This article will be smaller than the previous one, because a basic material pass is not that complicated once cluster rendering works. Also I purposefully chose to keep the material pass simple for now. Related commits: Add cluster instance buffer, to allow to know which material to…
Matching commits: Support for LODs inside glTF First version of LOD clusters Small fix in GLTFProcessing when building METIS graph Vertex welding & METIS edge weights k-d tree usage for simplification (commit message is wrong due to a mistake) Recreate k-d tree for each LOD Summary: Introduction Encoding LODs inside glTF LOD generation First approach Grouping clusters Simplifying cluster groups…
Matching commits: Meshlet support Cluster lifetime