Working on the Project Review for Projekt Z: Beyond Order was an incredibly rewarding experience. The team at 314 Arts is super talented, and the title is shaping up to be an exciting showcase of Unity 6, and Iโm proud to have contributed to this next step forward. unity.com/resources/31...
Posts by Fedy
What was amazing about the 8800 GTX is that for years Nvidia was downplaying the importance of unified shaders while AMD was pushing hard in this direction. And then boom! They took everyone by surprise and delivered a card with unified shaders and on top of that it was so powerful. Masterful move!
In the end the N64 sold a little bit above 2M units in its first 12 months of availability in Japan.
In the same spirit on macOS for years I've been dragging files to the terminal to copy their path and I've just learned that by pressing option and right clicking on a file there is a 'copy path' option
Pixelated shadow map in the real world ๐
No preorder, I had planned to wait a bit before buying it but when I saw it available in the store I couldn't resist.
I'm sure you know all of that and just didn't want to add more complexity to an already confusing topic.
As you explain Re-Z is not only less efficient (because you defer ZWrite) and it also has some overhead of performing the Z test twice so it is only enabled when the shader is sufficiently complex. Some public info about Re-Z here www.x.org/docs/AMD/old...
Great explanation! Just a quick note, Early-Z is "always" disabled with depth write what you are describing is what AMD calls Re-Z. Basically Early-Z is an atomic ZRead/ZComp/ZWrite while Re-Z is just ZRead/Zcomp and deferring ZWrite to after the fragment shader.
ร Bordeaux ๐
Solar eclipse (partial) in France
NVIDIA Blackwell whitepaper is available: images.nvidia.com/aem-dam/Solu...
Fascinating: all NVIDIA GPU dies displayed to scale on a single image.
credit: Ivan Musachev www.flickr.com/photos/15354...
It's funny to see that from a raw specs perspective, the just revealed 5080 is not THAT far from the 3090 Ti. Of course, there are several architectural improvements and a huge increase in clock speed.
I used to be able to remember the main specs of most GPUs by heart, but that time is long gone, so I made myself a few tables to synthesize them.
This level of transparency is unprecedented in the console world. Well done to Mark Cerny and his team! www.youtube.com/watch?v=lXMw...
Don't pay too much attention to these people who just need something to be angry at. The silent majority loved what you've shown. Keep up the good work, the trailer was awesome.
Last week I delivered a webinar about optimizing Unity rendering performance with several batching and instancing techniques. You can find the slides and the recording here. learn.unity.com/tutorial/675...
It's about time for an introductory post! I'm a software consultant at @unity.com and my job consists of helping our awesome customers improve their projects and take advantage of all the tools and features provided by Unity. I am passionate about graphics so I will mostly post about this.
Nice! How does it compare performance wise with per pixel sorting (fixed size kBuffer or Per Pixel Linked list ABuffer).