fsvantesson
u/fsvantesson
At least if the last kill is game-ending.
RIP TWITTER: "Twitter to flag abusive tweets by world leaders in move that could impact Trump"
cnbc.com/2019/06/27/twitter-says-it-will-star...As the title states. I'm a relative newcomer to overclocking and I thought I'd run a baseline TimeSpy to compare it to my overclocked profile, however the result is pretty iffy.
Compared to an "identical" setup (same cpu and gpu, although different stats), my result was way below, even though my GPU core clock was double(??)
What's going on here? Is my system throttling somehow? Is that system cheating?
https://www.3dmark.com/compare/spy/7532241/spy/1615661#
Ryzen 1700, Stock cooler Asus GTX 1060 6GB Dual OC 16 GB DDR4 2993 MHz AORUS B450 motherboard SeaSonic Focus+ 750FX power supply
Huge explosion at apartment complex in Linköping, Sweden. Multiple injuries, however little information available at time of writing. Place your bets!
expressen.se/nyheter/explosion-i-centrala-lin...I'm working on rewriting my engines renderer from OpenGL4 to Vulkan, however I've found myself at a crossroads.
When I'm rendering a mesh, I need to pass material attributes to the shader. This would have to be done with a uniform buffer and a descriptor set, however should I keep one buffer for each material instance, or should I just just have one and update it between calls? Or should I down-right use different descriptor sets for each material instance?
What kind of device/driver limits exist for the number of uniform buffers/descriptor sets you can have, except device memory?
I also need transform matrices, however thinking about using push constants for those (if they can fit in 128
I just got out of a solo match. In the end it was me alone vs a duo. I killed them one by one and got like 3-4 kills but the other guy kept respawning. Completely ridiculous. Respawns should be locked when its just two parties left.
As title states, I get a validation error
Vulkan validation: vkCmdBlitImage(): Layout for image 0x5 is VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR but can only be VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL or VK_IMAGE_LAYOUT_GENERAL. The Vulkan spec states: dstImageLayout must be VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL or VK_IMAGE_LAYOUT_GENERAL (https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#VUID-vkCmdBlitImage-dstImageLayout-00227)
However, looking at the actual documentation, this is what it says:
dstImageLayout must be VK_IMAGE_LAYOUT_SHARED_PRESENT_KHR, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL or VK_IMAGE_LAYOUT_GENERAL
What gives?
Usecase if relevant: Trying to
I've been spending the past few days experimenting around with Vulkan as a replacement for OpenGL in my engine/framework, and while I'm slowly getting there, I have some questions;
A) As I've come to understand, you usually want a unique pipeline created for every subpass in every renderpass. Is this correct? Is there practical any situation where this isn't optimal or appropriate?
B) With regards window surfaces/swapchains, is it a good idea for a window to simply run in a loop where it blits from another Image, as opposed to drawing directly to it? How would this impact things like peformance and latencies (and perceived input latency for example).
T
This equation/formula seems to generate the irrational number 1/3 to increasingly higher precision based on how small x is, and on even fractions of 1 you seem to get the "perfect" third up to that number of decimals.
(x * (4.0 - x * 4.0)) / ((x * 4.0 - x) * 4.0)
For example, with x = 0.1, this yields 0.3:
(0.1 * (4.0 - 0.1 * 4.0)) / ((0.1 * 4.0 - 0.1) * 4.0) = 0.3
And then with x = 0.01, it yields 0.33, and so on:
(0.01 * (4.0 - 0.01 * 4.0)) / ((0.01 * 4.0 - 0.01) * 4.0) = 0.33