Duncan
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duncanrendall.bsky.social
Duncan
@duncanrendall.bsky.social
Student Engine & Rendering/Graphics

Prev: Software Engineering Intern @Rare Ltd
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Got my first game credit!!!
Got my first game credit!!!
March 22, 2025 at 10:21 PM
Reposted by Duncan
www.youtube.com/watch?v=SV-n...

While I certainly wouldn't recommend open source tools, this is an otherwise excellent talk on basic FPGA GPUs, and the amazing things you can do with a modest board. Really great to see other people doing talks like this, and I really hope it inspires more people
From Gates to Pixels: Making your own Graphics Hardware
YouTube video by Graphics Programming Conference
www.youtube.com
March 18, 2025 at 4:58 AM
Reposted by Duncan
Join us & the Microsoft DirectX12 team at #GDC2025 for exciting sessions that push the boundaries of #gamedev 🛠️

📈 2.40pm today: our in-depth look at how Work Graphs are redefining GPU programmability!

👉 Learn more about all the DirectX sessions: devblogs.microsoft.com/directx/dire...
March 17, 2025 at 7:19 PM
Reposted by Duncan
I feel the need to shout out this awesome D3D12 feature table that a few people from the DirectX discord put together: d3d12infodb.boolka.dev/FeatureTable...
November 18, 2024 at 2:23 AM
Signal boosting from last week
gpuopen.com/learn/work-g...

Provides a great introduction to GPU work graphs.
Work Graph Playground: a learning framework for GPU Work Graphs
Read about our latest sample for D3D12 GPU Work Graphs. We're making Work Graphs more accessible with a tutorial framework.
gpuopen.com
November 18, 2024 at 4:35 PM
Gecko pictures for your timeline.
You're welcome :)
November 17, 2024 at 4:57 PM
Basic compute inline raytracing implemented.

Next jumping onto compute shader execution using work graphs.
November 17, 2024 at 4:55 PM
Reposted by Duncan
Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/20...
November 16, 2024 at 7:13 PM
Reposted by Duncan
Nice summary of occupancy as a way to hide mem latency, but it is not the only (and sometimes not the best) way. Helping the compiler to add more instructions between the mem read issue and the data use by for eg partially unrolling a loop might help as well (from gpu-primitives-course.github.io)
November 17, 2024 at 12:46 PM
hello bluesky
November 16, 2024 at 11:44 AM