NFSU2ExOpts
Vulkan-Samples
NFSU2ExOpts | Vulkan-Samples | |
---|---|---|
2 | 44 | |
131 | 3,933 | |
3.1% | 1.7% | |
0.0 | 9.2 | |
over 2 years ago | 6 days ago | |
C++ | C++ | |
GNU General Public License v3.0 only | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
NFSU2ExOpts
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Cyberpunk 2077 on Steam Deck: 18% faster on SteamOS than Windows 10
PCGamingWiki shows that the game only ever released physically on PC so those are the only options, as for patches ThirteenAG's Widescreen Fix and NFSU2 Extra Options (and of course DXVK if you run into issues like the one mentioned in my post) are all you need to make the game run well enough and loyal to its original look
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NFSU2 Extra Options is not working. Can you help me?
I figured out that, if you install Extra Options ( https://nfsmods.xyz/mod/290 , https://github.com/ExOptsTeam/NFSU2ExOpts/releases/tag/v5.0.0.1337 ) on your Need For Speed Underground 2 for PC, you can use the Debug Camera (press L twice on your keyboard), and this allow you to see the entire city of Bayview with a different view ( https://www.youtube.com/watch?v=NCTMxL1oeig ), and I want to do this a lot, but I can't because the Extra Options is not working with me!
Vulkan-Samples
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Google's First Tensor Processing Unit: Architecture
Vulcan is a driver-level API. It competes with DirectX and OpenGL.
CUDA is a language you write kernels. It competes with OpenAI's Triton language.
Here's what CUDA looks like: https://github.com/tspeterkim/flash-attention-minimal/blob/m...
This is what Triton looks like: https://triton-lang.org/main/getting-started/tutorials/06-fu...
By contrast Vulcan looks like this: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
(It's true to some extent that maybe you could use Vulcan shaders to write deep learning kernels, maybe? I'm not aware of anyone doing it though)
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Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
Hi, i'm looking into descriptor indexing and was looking at the Vulkan-Samples repo. I finally thought i understood how the set binding invalidation works (like a stack?). In the code below both the non_uniform_indexing pipeline and the update_after_bind pipeline use the immutable sampler descriptor in their fragment shader. But since the descriptor set = 0 is rebound, won't the immutable sampler in set = 1 from the "non_uniform_indexing" pipeline be "disturbed" and have to be rebound?
- New Vulkan Sample - VK_EXT_extended_dynamic_state2 Extension
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Show HN: A tutorial for building a 2D game engine with Go and OpenGL
and see if it works.
[1] https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
- New Vulkan sample - VK_EXT_full_screen_exclusive
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Mesh Shader Sample
In this new sample, we see how to incorporate the Vulkan extension VK_EXT_mesh_shader and introduce per primitive culling in a mesh shader. https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/mesh_shader_culling
- New Extension Sample: VK_EXT_swapchain_maintenance1
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
- Can anyone give valid reasons why game engines are any easier to use than just programming with something like Vulkan?
What are some alternatives?
Ultimate-ASI-Loader - ASI Loader is the tool that loads custom libraries with the file extension .asi into any game process.
Vulkan - Examples and demos for the new Vulkan API
TRLAU-menu-hook - Reverse engineering, menu and patches for Tomb Raider Anniversary, Legend and Underworld.
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
NFS-2015-Revival-Mod-Extras - Additional plugins/addons for the NFS 2015 Revival mod.
vulkano - Safe and rich Rust wrapper around the Vulkan API
NFSCExOpts - Need for Speed Carbon Extra Options
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
NFSMWExOpts - Need for Speed Most Wanted Extra Options
MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
EaglePatch - Patches for Assassin's Creed 1 & 2
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers