> Have you tried writing a Win32 app? Yes, and I still would prefer that over Android. There are some ugly parts, especially if you're not used to writing C, but it predates Android by decades and is extremely stable. >…
That's not possible, because the situation we have today is that proprietary APIs (D3D, Metal, CUDA) are pretty stable, whereas open APIs (OpenGL, Vulkan, OpenCL) are buggy or unsupported.
They did publish a video on how it works, but I can't find it right now. The inputs are similar: https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/n... In contrast to DLSS1, the output of the NN is not color…
Delightful!
> Is it a real time ray tracer doing the rendering? With these shapes, this can be solved analytically with the equations shown. If this was raytracing, you'd need a lot of rays for such a clean image.
AMD is great when it comes to raw compute power for the money. However, AMD has a history of shipping poor OpenCL drivers, so everyone just went with what actually worked - NVIDIA.
> as an example point, the Go garbage collector clears heaps of 18gb in sub-millisecond latencies. The trick here is to double the heap size, which would be completely unacceptable for a game that's making use of what…
Yes, thanks Apple. Vulkan is rather awful to use, compared to D3D12 and especially compared to Metal. Metal, in my opinion, strikes the best balance between performance and low-level control. With Vulkan the intention…
> Have you tried writing a Win32 app? Yes, and I still would prefer that over Android. There are some ugly parts, especially if you're not used to writing C, but it predates Android by decades and is extremely stable. >…
That's not possible, because the situation we have today is that proprietary APIs (D3D, Metal, CUDA) are pretty stable, whereas open APIs (OpenGL, Vulkan, OpenCL) are buggy or unsupported.
They did publish a video on how it works, but I can't find it right now. The inputs are similar: https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/n... In contrast to DLSS1, the output of the NN is not color…
Delightful!
> Is it a real time ray tracer doing the rendering? With these shapes, this can be solved analytically with the equations shown. If this was raytracing, you'd need a lot of rays for such a clean image.
AMD is great when it comes to raw compute power for the money. However, AMD has a history of shipping poor OpenCL drivers, so everyone just went with what actually worked - NVIDIA.
> as an example point, the Go garbage collector clears heaps of 18gb in sub-millisecond latencies. The trick here is to double the heap size, which would be completely unacceptable for a game that's making use of what…
Yes, thanks Apple. Vulkan is rather awful to use, compared to D3D12 and especially compared to Metal. Metal, in my opinion, strikes the best balance between performance and low-level control. With Vulkan the intention…