Private
Public Access
25-post thread, 0 media, 2023-12-15. HIGHEST engagement 2023 thread: 112 likes, 25 reposts, 31576 views. 'Holiday GPU thoughts as a recovering pc/mobile/etc cross platform dev-holic' - the 16-bit permutation philosophy + post-black-box philosophy in one thread. [0] STP prototypes: 32-bit multi-dispatch vs packed-16 single- dispatch-ubershader, 40% faster, 'Industry has huge untapped opt potential.' [1-7] 16-bit fundamentals: AMD Vega+ for PC, draw compatibility line at 16-bit, dev on AMD VK RDNA2 + avoid DXC deoptimizer, Gather4 SoA, range management, denormals, Touch It Once is top optimization, no pass-graph fragmentation. [8-12] TAA scaling: 720p/1080p rendering for 4k, large L3 holds full render targets, RDNA2's 128 MiB L3 was spot on, RDNA3 drop was wrong, console no-L3 was wrong. [13-17] Triangles obsolete: 8x area scaling doesn't know connectivity, scaling TAA = mostly tri culling, fix geometrical aliasing to break black boxes, stratified sampling 2x geo density, frame viewport jitter EOL, TAA disocclusion deeply integrated into shading. [18-23] ML/GI/RT critique: per-pixel ML people wrong, multi-pass vs fewer-passes, GI needs surface shade cache -> object-space shading -> NUMA, HW RT people wrong (non-ray-traversal ordered access, occlusion = neighbor-coherent, GI = high-freq occlusion of low-freq probe domain, HW RT skin-all re-tree won't scale, stratified visibility = bounded costs). [24] Vote with engineering: general-purpose CS, say no to black boxes. [25] Scaling TAA wants sparse striped data per frame, low-freq pixel control cage displacing high-freq reprojected feedback.