RayTracingInVulkan
LearnOpenGL
RayTracingInVulkan | LearnOpenGL | |
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16 | 624 | |
1,140 | 10,378 | |
- | - | |
6.1 | 3.8 | |
19 days ago | about 1 month ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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RayTracingInVulkan
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AMDVLK Release v-2023.Q2.2
on raw tests AMDVLK is about 100% faster than RADV like this one
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RADV RayTracing on RDNA 2 doesn't work
This Vulkan RayTracing Test also only runs with AMDVLK
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Anyone having better luck with the Intel Arc A750/770? It seems only Vulkan games are working well.
I did some more testing in regards to raytracing on Linux/Vulkan and could get this benchmark to run (albeit horribly slow) with the Arc 750
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Doom Eternal : Ray traycing on RX5600XT
Oh sorry. That's nice! The only RT stuff that worked nicely for me (except FPS, offcourse) was this: https://github.com/GPSnoopy/RayTracingInVulkan
- How do we write a ray tracer in opengl?
- Valve announces the Steam Deck
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Vulkan not enabled for my graphics card, can anyone help?
Have you tried testing it? Here is a benchmark someone created.
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Vulkan Ray Tracing: Blocky edges when there is another object behind
Reminds me of this bug caused by missing "non-uniform" hints: https://github.com/GPSnoopy/RayTracingInVulkan/issues/36
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Cyberpunk 2077 Ray Tracing Performance: NVIDIA 60% to 80% faster!
The man himself admitted he started celebrating way too early. Just look at the github issue: https://github.com/GPSnoopy/RayTracingInVulkan/issues/28
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[Hardware Unboxed] Don't Buy GeForce? Are We Testing GPUs Wrong? Nvidia Driver Overhead Discussion
With xbox and PS5 using AMDs ray tracing architecture, it would be dumb for devs to not optimize for AMD. 22% improvement with basically a code line swap. https://github.com/GPSnoopy/RayTracingInVulkan/issues/28#issuecomment-792966138
LearnOpenGL
- Learn OpenGL eBook
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LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
[1]: https://learnopengl.com/
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Making Small Games, Which Is Fun in Itself
I want to begin game development as a hobby, but I'm unsure where to start. I did follow through https://learnopengl.com/ a few years ago, and while it was a very interesting experience, I imagine I would need to use an existing engine to be productive.
Do you recommend any books and tutorials aimed at experienced programmers with 0 knowledge of game development/design?
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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Where do I start to learn C++ for a game development
If u want to make 3D game, you'll probably want to learn some 3D shader graphic stuff. OpenGL is a good start. https://learnopengl.com
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Ask HN: Learn Graphics Programming, Recommendations?
LearnOpenGl.com
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
https://learnopengl.com
- I’m Bored AF!
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Looking to get started
and then https://learnopengl.com/
- Ajutor in privinta incercarii a face un joc
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Is a bounding volume a mesh? (for visualization)
I'm reading the guest article about frustum culling on learnopengl.com and there's a video demonstrating how it works and for debug purposes they have a bunch of spheres turning red or green which I assume means they're being culled or not so my question is if I wanted to do this do I have to make a mesh for whatever bounding volume shape or is there a specific method for something like this?
What are some alternatives?
vulkan-compute-ray-tracing - Interactive ray tracer made with Vulkan compute shader.
raylib - A simple and easy-to-use library to enjoy videogames programming
manta-ray - An open source physically based renderer.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
clray - Realtime GPU (OpenCL) polygon mesh raytracer
sokol - minimal cross-platform standalone C headers
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
bevy - A refreshingly simple data-driven game engine built in Rust
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
SFML - Simple and Fast Multimedia Library