Posts by zeux@mastodon.gamedev.place
(DIR) Post #ARJKyJIAhvKN6Y8jIG by zeux@mastodon.gamedev.place
2023-01-04T18:48:42Z
0 likes, 0 repeats
Between this and wave32 for mesh shaders (that radv doesn't support yet) the usable meshlet configuration space is going to be much bigger, which is nice because it increases the odds of finding a good set of cross-vendor recommendations.
(DIR) Post #AUAaQZso9iBJlNJVLs by zeux@mastodon.gamedev.place
2023-03-31T05:39:56Z
1 likes, 2 repeats
If you ever wondered how many unique codepoints are in Linux kernel source code (.c + .h), the number is 358, including the mask emoji.
(DIR) Post #AYMVWSbgmy8zpc8JmK by zeux@mastodon.gamedev.place
2023-08-03T17:22:02Z
2 likes, 0 repeats
- Opens Rust blogpost- Sees "In the constantly evolving landscape of blockchain technology, innovation and adaptability are keys to success."- Closes blogpost immediately
(DIR) Post #AbPJ2rmpVehpKtjgu0 by zeux@mastodon.gamedev.place
2023-11-02T19:59:44Z
1 likes, 0 repeats
meshoptimizer 0.20 is out!https://github.com/zeux/meshoptimizer/releases/tag/v0.20This is a bigger release than usual 🎉 It features (early, experimental) attribute-aware simplifier, a lot of performance improvements and tweaks to core library, efficiency improvements for gltfpack, better support for point clouds, better .obj support, some extension enhancements and a lot of other small things :)As usual, boosts and stars are very appreciated!
(DIR) Post #AdMQWJuPmuVpaWa21Q by zeux@mastodon.gamedev.place
2023-12-30T22:07:09Z
1 likes, 0 repeats
For the last few weeks I've been working on a new project, which is CUDA LLM inference (minimal implementation at maximum performance) in C. If you like this, give it a star! https://github.com/zeux/calmCurrently treating this as an experimentation & education playground, not "real" usage. Focusing on single-batch mode and Llama-like architectures at the moment.This continues to be a lot of fun! Will probably work on this for a few more weeks at least.Thanks to Andrej Karpathy for llama2.c!
(DIR) Post #AhkppasSOSm4DIEb9k by zeux@mastodon.gamedev.place
2024-05-10T16:08:00Z
1 likes, 1 repeats
meshoptimizer is at 5000 stars!I have a growing list of things I'd like to tackle both in the core library and in gltfpack; I intend to spend more time on meshoptimizer/gltfpack in the coming months.Was hoping to get a grant from Epic MegaGrants for maintenance for this year but they declined my application so I guess we'll just yolo this :)Thank you everyone for using the project!https://github.com/zeux/meshoptimizer
(DIR) Post #AjVbIAMFuHGzrVpGqm by zeux@mastodon.gamedev.place
2024-06-25T19:28:51Z
1 likes, 1 repeats
meshoptimizer v0.21 is out!This release has many improvements related to meshlets: a new function to optimize meshlets for HW efficiency, extra features for meshopt_simplify* to make Nanite style processing easier to implement and faster, and more! Boosts and ⭐️ appreciated :)https://github.com/zeux/meshoptimizer/releases/tag/v0.21
(DIR) Post #AjVbICtIUOtLiZIgd6 by zeux@mastodon.gamedev.place
2024-06-25T19:29:18Z
0 likes, 0 repeats
This release also has a lot of gltfpack improvements; the focus was on improving interoperability with various data compression techniques, so gltfpack can be used on partially optimized assets, but there's many other tweaks as well.More core library improvements are planned for future releases! Fingers crossed for some pending discussions :)
(DIR) Post #AjVbIFPH8TexWKHFke by zeux@mastodon.gamedev.place
2024-06-25T19:29:24Z
0 likes, 0 repeats
As part of the work on this release, I've written a blog post on meshlet optimization: https://zeux.io/2024/04/09/meshlet-triangle-locality/ and spent some time improving Bevy's meshlet pipeline.
(DIR) Post #AseXEKhpcPgZp7rksC by zeux@mastodon.gamedev.place
2025-04-01T04:49:22Z
0 likes, 2 repeats
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!Boosts appreciated :)https://zeux.io/2025/03/31/measuring-acceleration-structures/
(DIR) Post #AtH7HnKdU4zunSy4ye by zeux@mastodon.gamedev.place
2025-04-20T04:38:05Z
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@pervognsen Good for coop though
(DIR) Post #AtkxvfXZDgUDdQNgGm by zeux@mastodon.gamedev.place
2025-05-04T14:36:52Z
1 likes, 0 repeats
New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Boosts appreciated!https://zeux.io/2025/05/03/load-store-conflicts/
(DIR) Post #Av3rKtJ8CzxaFdpkaO by zeux@mastodon.gamedev.place
2025-06-12T16:09:46Z
1 likes, 0 repeats
meshoptimizer 0.24 is out! Featuring new meshlet builder for raytracing workloads, improvements to cluster partitioning, new functions for reindexing, simplification, clustering and coverage computation, many internal improvements and, of course, VS2013 support!Thanks to Valve for sponsoring most of the work on the core library in this release!Boost / GitHub stars appreciated as always :)https://github.com/zeux/meshoptimizer/releases/tag/v0.24
(DIR) Post #AvbAzOWWW0CZMscoKm by zeux@mastodon.gamedev.place
2025-06-25T18:40:54Z
0 likes, 0 repeats
@aras Nerdsniping it is!Caveats:- I switched to 1 thread to make it fair because I'm too lazy to chunk the image to thread the (de)compression as that's presumably what OpenEXR is doing- I had to pad some images with zero fp16 channel so that stride % 4 == 0- It looks like metric for compression ratio here is based on total size so larger images contribute more; unsure what the detailed ratio comparison is!- I didn't validate whether the libraries are compiled optimally on Linux
(DIR) Post #AvbAzPhY8UcF1Mn89w by zeux@mastodon.gamedev.place
2025-06-26T06:36:41Z
0 likes, 0 repeats
@aras M4 numbers for 1 thread, not as bottlenecked by vector.resize as Linux is - still some cost, but looks like only ~20% of the total decompression time instead of 50%... and probably actually memset in this case, no kernel time.
(DIR) Post #AvbAzQj0KZNECATo48 by zeux@mastodon.gamedev.place
2025-06-27T01:33:08Z
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@aras Final post after sprinkling some OpenMP; I had to resize the right chart a little bit :D
(DIR) Post #AvbAzWkzu4X6u5SU0O by zeux@mastodon.gamedev.place
2025-06-25T18:47:56Z
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@aras Also for meshopt decompression, std::vector::resize of the target image takes more time than decompression itself - split between actual memset in std::vector and kernel page clearing, which is ironic - so the decompression throughput here is obviously not actually what it should be with a pool of some sort.
(DIR) Post #AyF9CIUqbVi02lD0Vs by zeux@mastodon.gamedev.place
2025-09-15T15:11:41Z
0 likes, 2 repeats
AMDVLK is dead, long live radv: https://github.com/GPUOpen-Drivers/AMDVLK/discussions/416
(DIR) Post #B0D23vzC4YcK9q9lcu by zeux@mastodon.gamedev.place
2025-11-12T10:00:57Z
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@aras True agency is reading this and immediately installing Linux
(DIR) Post #B1wwHpeykwqNPaPLu4 by zeux@mastodon.gamedev.place
2026-01-04T00:44:27Z
1 likes, 1 repeats
Graph of Stack Overflow questions over time. I knew they were in decline but I didn't realize they are just completely done.In December 2025 they got ~3700 new questions. This is the same number as in the first month of SO (August 2008), when the site was in private beta. Assuming the trend continues we should see even lower numbers over the next few months.