Kay Volbeda
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kaymanv.bsky.social
Kay Volbeda
@kaymanv.bsky.social
Quadbender, nice nice.
Environment technical artist @ThatsNoMoon.
Previously environment technical artist @Guerrilla & @Shapefarm.
Congrats on the promotion Jeremy! 🥳🎉🔥
June 22, 2025 at 10:38 AM
I always end up saying something along the lines of:
"Wishing you (much) strength". I think that is pretty close, though not as concise as "sterkte".
June 11, 2025 at 2:55 AM
Congrats!
I hope you updated your uint8_t's to uint16_t's already! 😉
January 26, 2025 at 12:58 PM
EGS is a program made in unreal engine itself. So there is the default UE cruft to work with already.
But then on top of that it just loads and displays webpages. So the slowness is probably the combination of those 2.
January 26, 2025 at 4:42 AM
Ah the conservative depth test is like the mafia then 😜
January 3, 2025 at 10:39 PM
Yeah exactly, glad to hear my knowledge isn't faulty on that part 😄
January 3, 2025 at 10:37 PM
Ah okay, and if it does pass, it will still invoke the pixelshader which then does the write into depth buffer I assume? Or can the rasterizer handle that too immediately?
January 3, 2025 at 10:34 PM
Ah okay, yeah that makes sense.
Its basically a pinky promise that you won't overwrite an existing pixel with a depth value greater then what was there.
January 3, 2025 at 10:03 PM
Idk the exact naming of graphics programming concepts haha 😅
But I think I mean early Z pass (the depth pass that happens as one of the first things to then lager on compare draws to reduce overdraw)
January 3, 2025 at 10:02 PM
Perhaps they write it into a seperate decal depth buffer? Probably expensive though to keep a fillers depth buffer in gpu memory during deferred decals stage.
January 3, 2025 at 9:19 PM
Interesting, how does the depth pass handle that? Then the fragment shader writes depth to depth buffer right? Or is the extra cost just accepted in that scenario?
January 3, 2025 at 9:18 PM
Bool* not a book 😅
December 19, 2024 at 12:39 AM
You can use the SaveLoadedAsset. You can give it a book to toggle the dirty flag on the asset so unreal's save system and the source control systems are aware (or not)
December 19, 2024 at 12:27 AM
Happy birthday Mara! 🎉
December 9, 2024 at 5:23 PM
Man its looking amazing Asher! Love the visuals!
December 9, 2024 at 5:22 PM