GPU software developer, co-author of OpenGL ES Programming Guide and OpenCL Programming Guide. Currently working on all things Vulkan at Valve.
Dec 11, 2020 • 11 tweets • 4 min read
The announcement of a new Perfect Dark has reminded me of a good story from my time at ATI. It was 2005 and I was in the 3D Application Research Group. The team which included @shaderwrangler@ChrisOat@mirror2mask@pixelmaven was working on the "Ruby: The Assassin" demo for
the launch of the ATI X1800. The ATI X1800 was significantly delayed (that's a great story too about a crazy hardware bug, but someone else who knows the details better should tell that one) and Microsoft was about to show the Xbox 360 for the first time at E3 2005. They were
May 15, 2020 • 4 tweets • 2 min read
Some tech notes about the @VulkanAPI renderer for #HalfLifeAlyx : volumetric fog is implemented using async compute, per-batch overhead is reduced using bindless texturing (courtesy of my colleague Shanon Drone), and render targets are half size as on DX11
On DX11 we were at times CPU bound on the renderthread, so we implemented multiview instancing to submit to a double-wide target. On Vulkan we stuck with dual command buffer submission for each eye, which while not always as efficient on the GPU helps our texture streamer out by