Tomasz Stachowiak
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h3r2tic.bsky.social
Tomasz Stachowiak
@h3r2tic.bsky.social
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
There's a Mac section in the Steam post 👀
July 30, 2025 at 1:50 PM
ISteamUtils Interface (Steamworks Documentation)
partner.steamgames.com
March 14, 2025 at 8:06 PM
As long as it's not Intel (U)HD Graphics, it should still run decently well, especially with the new upscaling :)
March 14, 2025 at 8:03 PM
Aaaaalmost full - our GPU selection / driver warning screen doesn't support controller input yet
March 14, 2025 at 8:01 PM
Do you mean other devs? Tiny Glade has been Linux-native from the start :)
March 14, 2025 at 8:00 PM
Thank you :3
a kitten is standing on a bed with a 4gifs.com watermark
ALT: a kitten is standing on a bed with a 4gifs.com watermark
media.tenor.com
March 13, 2025 at 7:01 PM
Thanks, maaan :D
*dances around*

(That's some crazy company to be in xD)
March 13, 2025 at 5:05 PM
One of the benefits of a microscopic team, but also kind of a necessity; maybe the real thing would actually work better if we poured more time into it, but we can't quite afford the time to find out ^^; In the end we still piggy-back on the research done by grown-ups to pull off our silly hacks xD
December 17, 2024 at 11:01 AM
Yes, but poorly xD
bsky.app/profile/h3r2...
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 16, 2024 at 11:38 PM
Cause the contribution weight contains noise that you multiply into the otherwise potentially noise-free radiance (noise-free if you manage to discover all the lights to evaluate)
December 9, 2024 at 10:39 AM
Oh, and thank you for the kind words <3
December 8, 2024 at 6:20 PM
Hah, well, falling back to ray tracing would likely be great, but even if the potato geometry was sufficient, we likely couldn't afford it. But hey, there's probably use cases where that's juuust fine :)
December 8, 2024 at 6:15 PM
I've used a lot of ReSTIR before in my toy rendering engine - which I'd made specifically to mess around with global illumination algorithms.

It's all about trying a bunch of techniques (for many years), and then mixing & matching in strange new ways.
December 8, 2024 at 6:13 PM
Glad you found the content density to your liking :D

We'll see, I would need to get a HDR monitor first xD I've been eyeballing some for a while, so it's plausible.
December 8, 2024 at 6:07 PM
I'll get on that Infected Mushroom licensing deal right away.
December 8, 2024 at 6:03 PM
Nope, I've had enough clicking :P Have this instead.

It's a bit broken of course; needs a denoiser, and likely a shadow cache, as screen-space stuff breaks apart at this scale.
December 8, 2024 at 6:02 PM
Thanks dude :) Glad to hear that the game works like hypnotoad for rendering folks too xD

My guess is that we'll keep evolving the renderer to cope with the kinda craziness that players throw at it :D (assuming the game remains popular) Should be fun!
December 8, 2024 at 5:59 PM
The probabilities of the losing lights are used in the math, so that the expected value is the mean of all the lights, not just the chosen ones. Standard importance sampling stuff, with picking from a PMF, only realized in a streaming fashion via reservoir sampling.
December 8, 2024 at 5:56 PM
Indeed :) It's about designing the failure mode, and for UGC stuff, bias (or even noise) is possibly better than terrible performance, tile-shaped artifacts, or harsh limits.

I'm can't wait to see what kinda trickery you come up with for HypeHype! :)
December 8, 2024 at 5:53 PM
Thank you! I think it might be one of the benefits of hyper-specializing tech for our game. This would likely be way trickier for the devs of a larger engine to pull off ^^;
December 6, 2024 at 1:57 AM
:D
"Ummm yeah, can you elaborate a bit on slides 50 to 130?"
December 6, 2024 at 1:49 AM
(But I've also just realized that there's 16 spare bits in each reservoir, which could be used to encode depth, and cheaply reject poorly fitting reservoirs, reducing the bias)
December 6, 2024 at 1:46 AM