Recent submissions

Comment · 8 years ago
I don't think the same teams are working on video decoding and VR browsing.
Comment · 8 years ago
That's a software implementation though. These new cards have actual hardware specifically for that.
Comment · 8 years ago
When do you get in though?
Comment · 9 years ago
It might introduce temporal artifacts, which would not be seen in stills.
Comment · 9 years ago
Does this support Objective-C++? If not, do you have any plans to implement support for it?
Comment · 9 years ago
In deferred rendering the cost of lighting is still dependent on the number of lights. In forward rendering it is dependent on both the number of lights as well as the scene geometry. You can apply various additional techniques to make each light much cheaper though.
Comment · 9 years ago
You're not really being fair here. You could just as well distribute all needed dll's with the app. In fact, that's pretty much what Electron does.
Comment · 9 years ago
> And C# is no slower than D.

I very much doubt that. Do you have anything to back up that statement?

Comment · 9 years ago
How would WebAssembly ever do that?
Comment · 9 years ago
Vægtafgift is not a thing anymore, there is only ejerafgift now.
Comment · 9 years ago
Your CPU has 4 cores, but 8 threads due to Hyper-threading. It's quite normal that not all programs will benefit from the additional threads. It would be interesting to see how the compiler performs on more physical cores.
Comment · 9 years ago
Comment · 9 years ago
Yes, but on the other hand rasterization is implemented in hardware on GPUs which gives it a great performance advantage. Also, sorting before rasterizing allows most triangles to be discarded before any fragments are created. Besides, creating and traversing an acceleration structure does definitely not make ray tracing free. Especially traversal is not exactly cache-friendly. Also, rays passing closely by geometry, but not hitting it, will traverse rather deep into the tree and then backtrack, which is rather costly. Another advantage of rasterization is that it is data-parallel at the vertex level. The disadvantage is that it is far less flexible in what you can render compared to ray tracing; it's only really practical for camera rays.
Comment · 9 years ago
> raytracing an image takes much longer than the polygon-based rendering done by most game engines.

Minor nitpick, but it has nothing to do with the fact that it renders polygons. Ray tracing can also render polygons. More precisely, game engines use rasterization which works by projecting triangles onto the screen rather than tracing rays through the screen.

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