Vladimir Komarov
vrkomarov.bsky.social
Vladimir Komarov
@vrkomarov.bsky.social
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg)
Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
I push to GPU array of instances info including double3 pos. Every frame I fill bvh instances with float3 (camera relative) from global double3 pos buffer in compute shader and rebuild tlas relative to camera. I do it for all tlas bvhs. Also I do some work on CPU for other structures e.g. light tree
November 25, 2025 at 10:16 AM
Thank you! I thought about "frame selected" many times while recording the video😀
November 23, 2025 at 2:12 PM
Thank you! I don't have an end goal yet but there is a bunch of functionality I want to implement
October 6, 2025 at 8:56 PM
August 5, 2025 at 7:16 PM
I store the texture with additional roughness separately with BC4 compression. Unfortunately in the case of a material with a custom shader additional complications are added, for example when a normal blend is needed.
August 5, 2025 at 7:15 PM
And in this case you don't need sampler feedback, min mip textures and tile management.
July 20, 2025 at 7:47 PM
In the end I decided to try simple mips streamer and it works much better and memory savings are almost the same (because for tiled mode I load a bit more tiles than necessary, otherwise sometimes there are filtering artifacts in the process of loading new tiles).
July 20, 2025 at 7:47 PM
Besides UpdateTileMappings sampler feedback also has problems, at least on my laptop Nvidia 3080. There are crashes if you use it in any hit shaders and wrap mode for samplers doesn't work. Also found this list of problems on other vendors github.com/HansKristian...
github.com
July 20, 2025 at 7:47 PM
First, UpdateTileMappings is unpredictably slow, i.e it works fine most of the time in a background thread, but sometimes it stutters in the graphics queue in the render thread. It can handle about 30-40k tiles, but at 170k+ you definitely get stutters.
July 20, 2025 at 7:47 PM
It has some problems with a lot of trees and I need to figure out what to do with clouds+fog, but overall it's insanely good. And a lot of what I did for my denoiser (for example demodulation for transparent materials) came in handy here too.
May 26, 2025 at 10:30 PM
Yeah, It would be interesting to see the results. I tried DirectML implementation with float16 and it was ~2 times slower
May 20, 2025 at 6:46 AM
On my laptop 3080rtx 1080p is ~25 msec for high quality and ~12.6 for fast preset. I use fast in the video (it has pretty decent quality). You can easily check your GPU - there is oidnBenchmark.exe in binaries on github
May 19, 2025 at 5:30 PM