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Latest Vulkan Activity

Issue with sampling octahedral probes in a fragment shader

Try forcing highp precision everywhere in the fragment shader, disabling mipmaps, using nearest-neighbor filtering, and verifying UV alignment. Compare encoded/decoded values in compute vs fragment shaders. Also check for texel padding and interpolation errors at probe boundaries.

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DragonJoker
January 18, 2025 07:18 AM
Castor3D - 3D engine version 0.17.0 has been released.
Important Changes
  • Introduced LuminousIntensity (expressed in candela) and Illumination (expressed in lux) classes.
  • Replaced Spot/Point lights specular and diffuse intensities with a single LuminousIntensity value.
  • Replaced Directional lights specular and diffuse intensities with a single Illumination …
1,696 views
komires
December 18, 2024 06:30 PM
Matali Physics 6.8 Presents Innovative Real-Time Object Scaling

We are pleased to announce the release of Matali Physics 6.8, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.8 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents movable actio…

2,139 views
Vulkan TLAS build causing device lost

@JoeJ If I do 1 primitive count and one instance it builds just fine. Though I have no idea why. Increasing the primitive and instance count (same thing really) will stop it from working and cause the error 

1,356 views
komires
September 24, 2024 04:43 PM
Matali Physics 6.7 Presents Fluid Surfaces With Volumes as Well as Fluid Flow Interaction

We are pleased to announce the release of Matali Physics 6.7, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.7 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content and Matali Games modules, presen…

5,188 views
Per Render Pass Resource Binding (Vulkan)

Hello,
I'm trying to write resource binding related code for my Vulkan rendererr.

The idea is there are a few static descriptor set layouts, and a few descriptor sets.
Each descriptor set contains data based on how often the data needs to be updated.
Like this: https://zoo.dev/blog/vulkan-resource-bind…

4,558 views

giuseppe7 said:
I dispatch a Compute Shader for each instance of my model. So for example, I have 30 instancies, I dispatch a Compute Shader 30 times.

It's no mistake, but i think your approach is very inefficient.
It looks you launch only one workgroup, then wait until it is done, then launch the nex…

4,874 views
komires
May 17, 2024 02:52 PM
Matali Physics 6.5 Supports

We are pleased to announce the release of Matali Physics 6.5, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.5 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content, Matali Synth and Matali Games m…

16,122 views
DragonJoker
April 23, 2024 07:09 AM
Castor3D - 3D engine version 0.16.0 has been released.
Important Changes
  • Implemented clustered rendering.
  • Reworked light attenuation as a range.
  • Implemented color grading.
  • Implemented context blocks in the scene file parser.
  • Removed deferred rendering.
New Features General
  • Reworked submesh components like pass components.
  • Implemented Mikkelsen tangent space s…
11,356 views
dimi309
April 07, 2023 06:41 PM
Abandoning Vulkan
About the author, or why you should care about what I do or do not do with the Vulkan API

I am a professional programmer, but I do not develop games for a living. In the past, I have brought you the fine small3d game development library, open source titles like Gloom, Avoid the Bug and Frog Remixed …

28,169 views
SquallLiu
November 20, 2022 05:49 PM
Unheard Engine: 2 months Journey of Vulkan Learning

*!Long article warning. If you're the type of observing codebase directly. Referring to the project link at the bottom of this post.

All contents below are just forwarding from my word press post.

=======================================================================================================…

11,571 views
A Practical Approach to Managing Resource States in Vulkan and Direct3D12
Introduction

Explicit resource state management and synchronization is one of the main advantages and main challenges that modern graphics APIs such as Direct3D12 and Vulkan offer application developers. It makes rendering command recording very efficient, but getting state management right is a …

23,370 views
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