Thank you so much Lou Kramer for the great talk and also the team of 4C Conference for providing this video.
@LahceneBelbachir5 жыл бұрын
Great talk, helped me a lot writing my first compute sahder, thanks.
@TheHardSteppa3 жыл бұрын
Great talk! Jam packed with important concepts.
@WindWolf282 жыл бұрын
Thank you, this was a very informative talk!
@JoeBain5 жыл бұрын
I'd love to see the source code for the mip map generators.
@DukeAbbaddon5 жыл бұрын
Lou the copy back is quite important for games developers using the CPU to perform for example user impute like hacking consoles ... "If you anyway transfer the texture from the CPU to the GPU, and you already have the mips or have enough CPU spare time to compute them on the CPU, it makes probably sense to do so. But if you only have the texture on the GPU, and are only using it on the GPU, there is no reason to generate the mips on the CPU. Because this would add at least 2 synchronization points plus the PCI transfer costs for GPU to CPU and CPU to GPU. This overhead can be completely avoided by just computing the mips on the GPU. Thanks, Lou" science.n-helix.com/2019/06/vulkan-stack.html
@PixelThorn4 жыл бұрын
That one pixel shader nerd got triggered
@guywithknife3 жыл бұрын
hahaha yeah, and I feel he misunderstood a key point. You can see on the second performance chart that at the end, there IS a loss of parallelism, but its a slow ramp down. You still can run all the different thread groups in parallel, you can still run (as Lou said) the lower mip levels in parallel with some of the still running higher mip levels. So, besides the removal of the synchronisation, there's also much better parallel pipelining between mip levels.
@thegabrielcho4 жыл бұрын
When will I understand all this stuff? :(
@amicloud_yt4 жыл бұрын
Once you have practiced it enough.
@yonjuunininjin5 жыл бұрын
I think the beginning (what are compute shaders in the graphics pipeline) is much better explained in this video kzbin.info/www/bejne/eHqZkHd_mq17iK8
@DigitalDuo22114 ай бұрын
Fed goops FTW!
@DukeAbbaddon3 жыл бұрын
compute shader stage attack for quality enhancement & game mechanics: Physics renderer & gravity I think that we need compute shaders as our angle of attack on the quality of the final output on the console.. The reason i believe this is because you strictly stated that resources can be saved like mipmaps & tessellation & audio... But we need immersive and we need the resultant usable for : Shader cache.. Processing of optimal vector numbers combined with localised & stored vertices arrays... There are many reasons to invoke the pipeline at the compute rather than the graphics shader pipeline.. Execution pipelining, Static resource upgrade & image/Texture & audio Processing of data & storage optimisation or drive spin management... Encryption & High performance computing nodes. There are many reasons we need to aggressively work the shader market: HPC ML Science Gaming Processing is not always about temporary results; Good ones are preferred. RS science.n-helix.com
@TryNotToHate12 жыл бұрын
I’m glad the smart people are still around
@YourCRTube4 жыл бұрын
Good talk, but no code, c'mon.
@Alkis054 жыл бұрын
Nice talk, but that accent... Thicc. Couldn't understand a few parts.