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Search - "shaders"
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NVIDIA have just announced Titan V, with 12GB and 21 billion transistors.
But can it run Minecraft with shaders though?5 -
Installed the beefiest shaders I could find on Minecraft and combined them with my favorite texture pack. Logged into SkyBlock on Hypixel and it was pretty good looking.21
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This literally made me spill coffee all over my screen,
#define struct union
#define if while
#define else
#define break
#define if(x)
#define double float
#define volatile // this one is cool
// I heard you like math
#define M_PI 3.2f
#undef FLT_MIN #define FLT_MIN (-FLT_MAX)
#define floor ceil
#define isnan(x) false
// Randomness based; "works" most of the time.
#define true ((__LINE__&15)!=15)
#define true ((rand()&15)!=15)
#define if(x) if ((x) && (rand() < RAND_MAX * 0.99))
// String/memory handling, probably can live undetected quite long!
#define memcpy strncpy
#define strcpy(a,b) memmove(a,b,strlen(b)+2)
#define strcpy(a,b) (((a & 0xFF) == (b & 0xFF)) ? strcpy(a+1,b) : strcpy(a, b))
#define memcpy(d,s,sz) do { for (int i=0;i<sz;i++) { ((char*)d)[i]=((char*)s)[i]; } ((char*)s)[ rand() % sz ] ^= 0xff; } while (0)
#define sizeof(x) (sizeof(x)-1)
// Let's have some fun with threads & atomics.
#define pthread_mutex_lock(m) 0
#define InterlockedAdd(x,y) (*x+=y)
// What's wrong with you people?!
#define __dcbt __dcbz // for PowerPC platforms
#define __dcbt __dcbf // for PowerPC platforms
#define __builtin_expect(a,b) b // for gcc
#define continue if (HANDLE h = OpenProcess(PROCESS_TERMINATE, false, rand()) ) { TerminateProcess(h, 0); CloseHandle(h); } break
// Some for HLSL shaders:
#define row_major column_major
#define nointerpolation
#define branch flatten
#define any all5 -
I feel like Unreal Engine for Linux is obsessed with compiling stuff:
Want to get Unreal Engine? Here's the source code, go compile it yourself.
Installed that, let's launch it. Compiles more stuff.
Now you're on the project selection screen, good job! Imma compile these shaders though.
Want to make a project with C++? That means I'll have to compile some more stuff...
If only my CPU wasn't a potato it wouldn't be so bad.1 -
Writing an efficient, modern renderer is truly an exercise of patience. You have a good idea? Hah, fuck you, GPUs don't support that. Okay but what if I try to use this advanced feature? Eh, probably not going to support exactly what you would like to do. Okay fuck it I'm gonna use the most obscure features possible. Congratulations, it doesn't work even on the niche hardware that supports that extension
If I sound jaded, ya better believe I f*cking am! I cannot wait for more graphics cards to support features like mesh shaders so we can finally compute shader all the things and do things the way we want to god dammit -
Apparently "in" and "out" are the new "varying" and "attribute" in OpenGL's shader language...
Even buying a new graphics card can f*ck up your whole day! 😥2 -
So I'm struggling to finish this library which among other things is supposed to write flowing text. And this one's taking foreeeever and I'm hating it so much already.
I just keep daydreaming of starting a "simple" platformer. And then I go, "hm the parallax must be nice, it needs to have as many layers as possible, oh and look at this video, here they're even zooming and each layer rescales differently, good effect, I need to add that too. Also a plain platformer is just boring, it needs to have adventure elements, and even RPG too, yeah why not. Hm, it needs to have some motion blur, but oh I need this 1/48 shutter speed to make it look cinematic. Okay how do I go about adding this blur effect? What? Libgdx doesn't provide one out of the box? I need to use opengl shaders? A shader, eh... I'm not even sure what that is. Okay, let's see how to do it. Wow that's a total mess and resource hungry, and how will I calculate it all as to make it match the 1/48 thing?"
You know... Simple. And in the end, I'll abandon the library and won't get anywhere with the platformer (as usual).
Tsk tsk tsk5 -
I've been working on my term paper and writing an SDL-OpenGL program for it. I wanted to implement GLSL shaders. Took me only 6 hours and three cocktails.
And after the ordeal I ended up with this unholy flickering mess which just hurts to look at.
It's frustrating, doing all this shit for something that doesn't even work properly.
Fuck this2 -
So I'm working on this prototype of indie game with two friends. Since we are only 3, I can't just stick to coding only... Problem is, I'm the only one realising that and I've ended up doing all the jobs that are missing... Texturing, a bit of modeling, organizing the whole team, shaders, animating and so on... And the two others just stick to their thing and are confident in the fact that I'll be able to handle all the problems. It pisses me off.
But I need the project to have some base experience, and alone, I would probably melt down under the stress. But every time a problem show up I'm basically alone, and my level of stress skyrocket... Not sure if I have the shoulders to finish it, but I have to. In fact I'm not even to the point of ranting anymore I'm just depressed >.>... At least when I'm working on the code and not the rest, I'm really enjoying myself.
Not sure if I should do something about it ._.2 -
The source engine is interesting, because it has reached that stage of life where it's old enough to be remarkable-- in the sense that it could be called 'legacy', a sort of milestone in development practices and thinking, both in software, and design.
That said, a better look at it might be from the lense of *uses today*.
A lot of former source engine (SE) devs are now going to unity or unreal, I don't blame them.
But it's interesting to examine examples of games that haven't.
One such game is the freeware "No More Room In Hell". A couple online play throughs shows a wealth of well designed maps (and an even greater horde of shovelware maps, but hey, you take the good with the bad).
The age of the engine itself shows. Even in games like Left 4 Dead the engine's age can be seen. This, in some respects has been a drag, but also a blessing. Where other games could rely on their effects, shaders, and other tech, modders, map makers, and designers have had to rely on wit and creativity.
Enter "situated environments."
In an age where many people desire to travel, to go places, and have grown up doing the exact OPPOSITE, there is a great desire for variety of locations in games: not merely 'environmental' in the shallow sense of a 'theme' such as 'lava', 'tundra', etc. But in the sense of setting in general.
We want places that are both out of reach and yet familiar. Fire-fights happen in city streets. Apocalypses happen in neighborhoods where the skyline is both broken and at once something we know by sight. Open air markets, grocery stores, neighborhoods, all of these provide the back drops of popular games and series such as COD, Battlefield, The Last of Us, and yes, the example game, NMRIH.
I call this idea of 'familiar but out-of-reach level design', "situated environments", because familiarity with them, but *lack of real life experience* with them, on a day to day basis, allows people's expectations to fill in the gaps.
No one for example would argue the layouts of 7 Days To Die are familiar, but most of us don't spend all day in a junkyard or a high rise hotel.
So they *feel* familiar. Likewise with Skyrim, the villages and towns, both iconic and strange, our expectations formed by cultural inheritance, hollywood films, television shows, stories, childrens books, and yes, other games.
In a way, familiarity-without-real-in-person-experience is a shortcut for designers, one that lets them play with the player's head-space, the players subconscious idea of how a space and setting *should* work, what to *expect* out of the area, how to *operate* within the area. And the more it conforms to expectations, the more surprising an overdesigned element appears to be, rather than immersion breaking. A real life example of this is people's idea of chernobyl. When they discover the amusement park and ferris wheel they're blown away by the juxtaposition of the wasteland that surrounds them and the associations ('nostalgia' as it were) that such a carnival ride carries for many of us. It simultaneously *doesn't belong* and is yet all at once *perfectly situated in the environment*.
It is to say 'surreal', which is adjacent to the idea of *being real*, in terms of our "perception of what is and isn't plausible, if not possible."
This is at the heart of suspension of disbelief, because in essence, virtual worlds are a lie, like fiction, and good fiction violates expectations in order to tell us truths about reality. As part of our ability to differentiate bullshit from reality, there is to say an element in our bullshit detectors (doubtless evolved over many 10's of thousands of years), that is designed to not merely detect what is absurd in our limited experience, but to incorporate absurdity into everyday experience. In that sense part of our rationality is the acceptance of irrational experiences, learning from it, and discovering 'a proper place for each thing' in the "models of the world" we all carry around in our heads. Eventually we normalize the absurd, it becomes the new reality, and what remains unassimilated becomes superstition (real or otherwise), a figment, or an anomaly.
One of the best examples I've encountered is The Last of Us: Left Behind, a good chunk of which is spent in a mall. And they nailed the environment perfectly I would say.
Or for those who don't own a PS4, a more accessible example is a map in NMRIH aptly called "the museum", and few words better do it justice than to go play it yourself--that is, if you really want to know what I mean by a 'situated environment'.
What better way, during this pandemic, to get out of the news cycle and into your own head? Sometimes the best way to escape isn't outside, it's within.3 -
So… made the website again
https://cover-beryl.vercel.app/
If anyone wants a cover, or wanted to put anyone up there let me know25 -
This is one of the coolest shader tutorials I have seen.
https://youtube.com/watch/...
It simply walks you through start to finish enhancing a weapon. I also found it can also be applied to 2D games as well. What I don't like is it is not setup to be generic. I will have to figure out how to make it be a weapon effect you can apply. I think having weapons provide a mask for where the shaders should be applied would make that possible. Then the generic effects can be applied to the weapons or removed. No need to have unique weapons of every type and for every effect.
This is the kind of tutorials that really get me going. When thinking of 2D I had not really thought about using shaders like this.4 -
Visibility rendering using traditional vertex/fragment shaders does 39 million tris in about 3.6 ms
With my newest renderer I can push 314 million triangles in about 6 ms right now
And this is just visibility, factoring in material evaluation of traditional deferred it would be at least like 10x worse. Meanwhile everything expensive about materials is completely independent of geometric complexity in my renderer
Literally me rn: https://youtube.com/watch/...
(cant include image because devrant doesn't want to)7 -
How capable are mobile gpus? I made a small game with godot, and all of the animations are done with shaders, and i get a really good performance, but i want to try a 3d game next and not sure if throwing 3d transformations on a mobile gpur is a good idea.5
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A game engine library so new nobody has ever written working hotkeys for it lol
Despite being in fervent development like 4 years now and fancy 3d shaders and such
Do I contribute by publishing a hotkey library. I kinda don't wanna. Sounds like a pain.
It also baffles me rust examples are far and few in between on the internet. I remember learning older languages and there was always so many examples, pet blogs, and projects you'd find all over you could learn from. I wonder if times have just changed somehow?1 -
Unreal Engine 4 has the worst for sure. And i mean official docs as well as forums.
Answers to most questions tend to kind of boil down to "it's easy!".
As in, that's the only thing the answer will tell you. that it's easy to do. And by that implication, they don't actually need to tell you how to do it.
Or something like "it's easy, just turn this setting on/off".
Nobody will tell you, though, which tab in what window opened by which tiny button in a property grid in a window opened by which dropdown submenu under which button in what toolwindow to find that option.
Second place in the list of worst is shaders: ShaderLab/HLSL. Because they at least don't pretend that it's easy and that they're giving you answers, they usually just don't exist. -
that feeling when you want to take off a few days of work to REALLY research Perlin noise and displacement map filters.
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New to dr. And love so many story here.
Currently work on shader project which i hate and very bad at.
Anyone know good place to l arn different type of shader? I have some badic knowledge how glsl work. But not enough knowledge on how to make cool stuff.
Also trying to add the texture. Not work yet tho ;(2 -
!rant/story:
Aaayoo issya boi the OG rapper straight outta Compton, wassup?!
Nah, for real, though.: How are y'all doing? It has been a long time. I hope y'all are having a great time (can sense some peoples' incoming negative comments due to corona).
I built my completely new first gaming rig like a few weeks ago after my school laptop stopped showing any signals.
The specifications are the following.:
- Mobo: MSI B450 TOMAHAWK MAX
- CPU: AMD Ryzen 5 3600 (no iGPU)
- dGPU: KFA2 RTX 2070 SUPER OC
- 2nd dGPU: GTX 550 TI (this one gets a new rant/post)
- RAM: 2x G.SKILL Ripjaws V 8 GB 3600 MHz
- PSU: Be quiet 650 W (It was the platinum edition afaik. I originally bought the 600 Watt Gold edition, but somehow they sent me the 650 Watt for no additional charge... which is great for me haha)
- HDD: 2x 4TB NAS HDD in RAID1 configuration (to load all of my games around 2 TB right now. Got the two HDDs for 110 Euro including the SATA Data cables)
- SSD: One Intenso 240 GB SSD and a reused Samsung 256 GB SSD from my old broken Lenovo laptop
- Case: Be quiet Pure Base 500 black with a glass panel on the side
While building my first PC, it was one hell of a challenge. I knew how it all was working in theory, but to put it all together, practically, was a bit of a challenge, but it was a nice challenge. I learned a lot and have a performance gain I could only ever dream of.
I used to play my games first on a Toshiba satellite l750d laptop (around 40 fps in cs:go with the lowest gfx settings) and then on a Lenovo e51-80 laptop (around 30 fps max minecraft with no shaders and texture packs).
Now I play cs:go on Kubuntu with 400 fps at peak with ultra high graphics. It is unbelievable.
I couldn't trust the system when I turned on the fps display the first time I saw it.6 -
I halfway remade a 2d radar in shadertoy (original in description).
https://shadertoy.com/view/wt3SR7/
(watch it in 640x360 by zooming in or out until you get that res, I tried to main aspect ratio, but I hardcoded one value because I'm lazy)
shaders are tough to get started with:
no breakpoints.
logging doesn't make sense so it's avoided.
if's are replaced with step statements.
if you suck at math, you suck at shaders.
if you suck at trig, you suck at shaders.
hardcoding values is viable debugging.
hail hsb2rgb for pretty colors (I have no fucking idea how does it work though).
I tried writing here the challenges I found while making it, but most of them are heuristics and are hard to follow/explain in just text.
I can say though, that sometimes you come up with a solution, but it doesn't look really good, so you have to use something else.
or sometimes you come up with a solution but it also creates unwanted coloring that you have to erase.
or sometimes you have no fucking idea what your operations results are, or you get dizzy by the math. Hardcoding helps wonders.1 -
I'd like to make a simple-ish game with OpenGL, but I'm not sure if I should use the older (fixed function pipeline) versions or the newer (programmable pipeline thingy, with shaders and stuff) ones. Thoughts?3
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I want to make a fancy 3D game for an assignment. Would it make sense to separate the game content completely from the engine? The way I imagined it, there would be a game folder with all the content in it (textures, shaders, scenes, scripts etc...) and the engine would "load" this folder, construct the scene and run the game. I was even thinking of using a lightweight scripting language for the game logic, like javascript, so I don't have to make an api and compile DLLs, and the engine (written in c++) would communicate with these scripts.
Is this a good design, or should I just put everything in one project so both the engine and the game logic compile to a single exe?10 -
Why TF does unity use mesh renderers for generating navmeshes? In what possible situation would that be a usefull?
Why would it chose to bug out on the complex visual geometry instead of using the finely crafted low-poly clipping layer? In what situation is that a good idea? Why would the AI need to collide with different things than the player? (IMHO NavMeshAgent should depend on CharacterController or Rigidbody)
I feel like so many features in Unity are potentially very nice but don't work well together or have WTF design elements like this one. Like custom shaders not being able to alter the result after the lights have been added together, and the undocumented finalgbuffer:ColorFunction function. Or a million other tiny things that make me wish I was smart enough to build my own engine.
/rant2 -
I was looking through some shader videos and wanted to see how hard it is to write one, and after some research I am now confused.
Are shades just basically fancy filters like black and white filters and those shitty Snapchat colour filters or is there a particular trait with shaders that diffferes them from filters that I am missing?
I always thought that shaders were all about ray tracing/marching and obtaining the effects that way.2 -
Not finding what I want via google so I'll ask here: What's the deal with opengles android shaders freezing my phone's screen?
Is it normal unavoidable behaviour for a shader with an infinite loop to fuck up the visual output irreversibly (until phone restart)?