Alex Fuller
Alex Fuller
I have a patch set which will come soon which allows 2 environment variables to set which GPU does what via vendorID:deviceID hex numbers, at least in my case I...
@leonmaxx hey I got vsync working, it has fixed the hitching but it is very very slow on The-Forge unfortunately Also I just made a PR which allows to set...
Hi @felixdoerre Not sure about documentation, but my assumption is that Linux distros will eventually default to Wayland, and GLX for context-creation was always tied to the Xserver, and on...
I'm now using this which should make things way easier for me to gauge on what converts to what: https://github.com/NVIDIAGameWorks/Falcor
Hey Neil, I had some concerns about mapping the different kinds of buffers and views of DX12 to Vulkan's buffers and images but with TBOs/UBOs/SSBOs and it seems like I...
Cool, looks like you've got the shader stuff sorted and good to hear that the HLSL->SPIR-V is production-worthy. No rush for the GLSL stuff, this Vulkan update I made is...
Hey Neil, Oh nice one! Looks pretty clean and readable too, that would work well for porting to legacy APIs in the future too, like feeding into an older GL...
Oh didn't know about that HLSL->ISPC project, nice. When reading the render graph and render pass system, should I use this as a guide to what you're making? https://www.ea.com/frostbite/news/framegraph-extensible-rendering-architecture-in-frostbite
Hey Neil, Sorry just got to reading this now. I'm still learning Vulkan here and this is my learning test-bed so I'm not too opinionated on this just yet or...
This came up: https://developer.nvidia.com/vulkan-shader-resource-binding I think I should research the problem more here let me know if I'm off here but I remember reading that other abstractions were creating descriptor...