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Posted by betamark 9 hours ago

How virtual textures work(www.shlom.dev)
15 points | 11 comments
socalgal2 10 minutes ago|
> The result was visually striking. Repeating tile patterns disappeared, and artists could paint unique detail across large environments without concern for reuse. The primary cost was not GPU throughput, but latency elsewhere in the system.

No, the primary "cost" was artists having to fill a world with unlimited textures instead of just filling memory and then having to make due.

The constraint of "limited texture memory budget" also puts a constraint on how much work the artists can do. Remove that constraint lets artists do unlimited work. It might sound like a plus because "freedom!" but it turns into a minus trying to actually ship on time and at budget.

I get that wasn't the point of the article's "cost", but thought it was worth mentioning.

JayGuerette 48 minutes ago||
A good portion of the world and Lenna herself have asked that image be retired.
tomovo 18 minutes ago||
Now at least parts of it are paged out...
DiggyJohnson 42 minutes ago|||
Who is Lenna?
kikoreis 34 minutes ago|||
https://en.wikipedia.org/wiki/Lenna
Conscat 34 minutes ago|||
The eponymous woman in the Playboy photograph.
superb_dev 36 minutes ago||
Which image?
direwolf20 1 hour ago||
> Texture binds multiply. Draw calls explode. Bandwidth usage spikes. You spend more time feeding the GPU than rendering.

Is this AI?

jayd16 9 minutes ago||
Its just a casual writing style, written like how you might describe it verbally to imply the list of ill effects goes on and on.
Conscat 35 minutes ago|||
This is a common rhetorical device for humans named parataxis.
LoganDark 1 hour ago|||
Probably just Aspie, judging by some of their other writing (including their About page). I've seen Aspie writing misidentified as LLM output surprisingly often.
alvinunreal 9 hours ago|
[flagged]