Latest Comments by CatKiller
AMD releases FidelityFX Super Resolution, source code dropping mid-July
22 June 2021 at 5:01 pm UTC Likes: 2
22 June 2021 at 5:01 pm UTC Likes: 2
Quoting: GuestAs far as I know, FSR is basically a couple of shaders? So I wonder if it could be injected to any game via something like vkBasalt. Pretty sure it wouldn't be quite something so simple. Suppose I should read up on it more to know if that would be viable. It'd definitely be very cool if it was, just from a technical perspective, even if I wouldn't really benefit much personally from this kind of thing.If it has some particularly tasty rescaling algorithms, a nicer place to pick it up would be gamescope if, say, there were some performance-constrained AMD hardware that was habitually upscaling.
NVIDIA 470.42.01 for Linux adds DLSS for Proton, Xwayland, asynchronous reprojection
22 June 2021 at 2:55 pm UTC
I wonder if this will help or hurt reclocking with nouveau. Hopefully the former.
22 June 2021 at 2:55 pm UTC
QuoteAdded gsp.bin firmware file which is used to offload the GPU initialization and management tasks on some GPUs.
I wonder if this will help or hurt reclocking with nouveau. Hopefully the former.
NVIDIA to launch DLSS support for Proton on Linux tomorrow (June 22)
22 June 2021 at 12:51 am UTC Likes: 2
22 June 2021 at 12:51 am UTC Likes: 2
Quoting: slaapliedjeGranted, nvidia doesn't support Mac at all, which I still find amusing.They can't. On Windows and Linux, the GPU vendor provides the API implementation. On Macs, Apple do. Apple and Nvidia had a falling out, so no more Nvidia hardware in Macs, so no support from Apple for Nvidia hardware in Macs.
NVIDIA to launch DLSS support for Proton on Linux tomorrow (June 22)
21 June 2021 at 11:26 pm UTC Likes: 1
21 June 2021 at 11:26 pm UTC Likes: 1
One thing that would be interesting is if Intel licensed the DLSS tech from Nvidia. They do have the hardware, since they're chasing the same machine learning market as Nvidia. Tensor cores on consumer products is essentially a lemons -> lemonade situation. On the one hand they won't want to give Intel a leg up in the dedicated GPU market, nor in the very lucrative machine learning market, but on the other hand a feature that both Nvidia and Intel have that AMD doesn't will put the squeeze on their mutual competitor.
Looks like a possible Valve Index 2 will make their VR kit go wireless
21 June 2021 at 8:28 pm UTC Likes: 2
21 June 2021 at 8:28 pm UTC Likes: 2
Quoting: ShmerlSo instead of being essentially a fancy display, the headset will have its own GPU?Standalone VR headsets already exist with their own GPU. The Oculus Quest uses the Adreno 540 and the Quest 2 uses the Adreno 650. In terms of graphics power they're pretty weak, but going stronger risks melting your face. The idea of this is that you can offload some of the face melting stuff to a different machine, but have enough local processing power that the latency doesn't make you hurl.
That moves things into interesting direction of eventually rendering everything on the headset itself, but I guess they need to get small enough first while being powerful. Current GPUs required for VR use a ton of power and need serious heat dissipation.
Looks like a possible Valve Index 2 will make their VR kit go wireless
21 June 2021 at 4:44 pm UTC Likes: 3
So, looking at the patent, that seems to be something that's also included in the stream. The headset sends movement data, and the computer guesstimates where the headset will be at render time based on that. The stream it sends to the headset includes pixel data (so, the video stream) as well as pose data, depth data, motion vector data, parallax occlusion data, and "extra pixel data." So if the next frame is late, or the guesstimate is a bit wrong, the headset has enough data to correct for it. Could be neat.
Also, the computer seems to render the scene, but the headset renders the player model, which should also reduce any latency discrepancy between what the player's doing and what they're seeing.
21 June 2021 at 4:44 pm UTC Likes: 3
Quoting: gradyvuckovicQuoting: CatKillerSo, I think the idea is to use the same kind of tech as game streaming; the computer renders the scene based on position information from the headset, and sends essentially a 360° video stream to the headset, which can be freely navigated using the headset. If there's enough bandwidth, that could be quite interesting.
Ya know, if they included depth information per pixel, it would be possible to not only correctly correct the 360 image to adjust for head rotation, but also give proper depth displacement to the 360 video to account for head movement with near zero latency as well. Would hide a lot of latency or frame rate issues in most circumstances.
So, looking at the patent, that seems to be something that's also included in the stream. The headset sends movement data, and the computer guesstimates where the headset will be at render time based on that. The stream it sends to the headset includes pixel data (so, the video stream) as well as pose data, depth data, motion vector data, parallax occlusion data, and "extra pixel data." So if the next frame is late, or the guesstimate is a bit wrong, the headset has enough data to correct for it. Could be neat.
Also, the computer seems to render the scene, but the headset renders the player model, which should also reduce any latency discrepancy between what the player's doing and what they're seeing.
Looks like a possible Valve Index 2 will make their VR kit go wireless
21 June 2021 at 3:29 pm UTC
21 June 2021 at 3:29 pm UTC
So, I think the idea is to use the same kind of tech as game streaming; the computer renders the scene based on position information from the headset, and sends essentially a 360° video stream to the headset, which can be freely navigated using the headset. If there's enough bandwidth, that could be quite interesting.
Vulkan 1.2.182 released with extensions to help VR and the OpenGL over Vulkan driver Zink
21 June 2021 at 2:33 pm UTC
21 June 2021 at 2:33 pm UTC
I haven't looked into it more than what's written here yet, but
QuoteFlags to enable motion support in an acceleration structureseems really interesting to me. Acceleration structures are computationally expensive to build (it's one of the things that the RT cores provide hardware acceleration for) and choosing when to modify an existing one and when to tear it down and build a new one is quite a difficult optimisation problem. If this makes it easier to have some parts of an existing acceleration structure behave sanely under motion, that could be really handy.
Linux Mint 20.2 has a Beta version now available
19 June 2021 at 3:55 pm UTC Likes: 4
If you're coming from something like Windows, OS X, Android or iOS where the only version choice is "current version" or "old version" just the idea of having to choose between distros is completely overwhelming and stress-inducing. The phenomenon is generally referred to by names like, "the tyranny of choice."
Having people going around sneerily saying "oh, you mustn't use Ubuntu, noob," or click-bait listicles of "$obscure_distro that you must use" - just the idea that it's possible to make the wrong choice - won't make them choose whatever it is you're pushing, it will just make them flee back to what they're used to, which doesn't make them choose.
It's so frustrating to see members of our community sabotaging us like that.
19 June 2021 at 3:55 pm UTC Likes: 4
Quoting: tuubiUse whatever you find interesting and/or practical, but don't go around telling people that their choice is wrong.Yeah, that is the most harmful thing people can do to Linux adoption. People think that by trash-talking distros they'll make their own favourite distro seem better, and they get in the habit of doing so in whichever distro-bubble they frequent.
If you're coming from something like Windows, OS X, Android or iOS where the only version choice is "current version" or "old version" just the idea of having to choose between distros is completely overwhelming and stress-inducing. The phenomenon is generally referred to by names like, "the tyranny of choice."
Having people going around sneerily saying "oh, you mustn't use Ubuntu, noob," or click-bait listicles of "$obscure_distro that you must use" - just the idea that it's possible to make the wrong choice - won't make them choose whatever it is you're pushing, it will just make them flee back to what they're used to, which doesn't make them choose.
It's so frustrating to see members of our community sabotaging us like that.
OpenGL over Vulkan driver Zink gets a huge performance boost
18 June 2021 at 5:48 pm UTC Likes: 5
The OpenGL model is a single threaded state machine. At the time, for the uses it was created for, the hardware itself was a single threaded state machine. Fairly quickly, though, that stopped being the case - programmable shaders and multicore processors being the big deviations from that model, but others too. So OpenGL drivers lied through their teeth about what they were doing: they'd reorder instructions, and batch draw calls, and cache things or not cache things as they saw fit, for better performance; but as far as the application is concerned it was all "single threaded immediate rendering, honest guv," since that's what the spec calls for. Applications have no way of knowing WTF is actually going on.
Vulkan makes all this stuff explicit. The application has to handle the scheduling and the memory allocation and so on, and Vulkan provides the means to find out what the hardware can do and what it's actually doing. No more lies from the driver, but more work for the developer.
Automatically implementing OpenGL on Vulkan (which is what Zink does) means that the driver can provide consistent state-of-the-art lies to the application, but the application's still restricted to the OpenGL model, and was written in the context of the OpenGL driver lies of the time it was written. So Zink might make performance a bit better by providing better lies than average, but an OpenGL driver that provided the lies that the application writer was expecting and testing against would be just as good.
18 June 2021 at 5:48 pm UTC Likes: 5
Quoting: LoftyWould this improve older earlier Linux ports that used openGL and had poor performance like DeusEX mankind divided?Not directly.
excuse my ignorance on the matter, this is new to me.
The OpenGL model is a single threaded state machine. At the time, for the uses it was created for, the hardware itself was a single threaded state machine. Fairly quickly, though, that stopped being the case - programmable shaders and multicore processors being the big deviations from that model, but others too. So OpenGL drivers lied through their teeth about what they were doing: they'd reorder instructions, and batch draw calls, and cache things or not cache things as they saw fit, for better performance; but as far as the application is concerned it was all "single threaded immediate rendering, honest guv," since that's what the spec calls for. Applications have no way of knowing WTF is actually going on.
Vulkan makes all this stuff explicit. The application has to handle the scheduling and the memory allocation and so on, and Vulkan provides the means to find out what the hardware can do and what it's actually doing. No more lies from the driver, but more work for the developer.
Automatically implementing OpenGL on Vulkan (which is what Zink does) means that the driver can provide consistent state-of-the-art lies to the application, but the application's still restricted to the OpenGL model, and was written in the context of the OpenGL driver lies of the time it was written. So Zink might make performance a bit better by providing better lies than average, but an OpenGL driver that provided the lies that the application writer was expecting and testing against would be just as good.
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