| | Ten Years of D3D12 (therealmjp.github.io) |
| 2 points by ibobev 3 months ago | past |
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| | Ten Years of D3D12 (therealmjp.github.io) |
| 5 points by Bogdanp 3 months ago | past |
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| | To Early-Z, or Not To Early-Z (therealmjp.github.io) |
| 3 points by luu 3 months ago | past |
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| | Ten Years of D3D12 (therealmjp.github.io) |
| 74 points by ibobev 3 months ago | past | 66 comments |
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| | Ten Years of D3D12 (therealmjp.github.io) |
| 2 points by ibobev 3 months ago | past |
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| | To Early-Z, or Not To Early-Z (therealmjp.github.io) |
| 1 point by ibobev 8 months ago | past |
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| | Shader Printf in HLSL and DX12 (therealmjp.github.io) |
| 48 points by davikr on Jan 8, 2024 | past | 6 comments |
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| | The Shader Permutation Problem – Part 1: How Did We Get Here? (2021) (therealmjp.github.io) |
| 62 points by davikr on Aug 1, 2023 | past | 26 comments |
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| | Adventures in Retro Development: SNES Edition (therealmjp.github.io) |
| 2 points by ingve on June 17, 2023 | past |
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| | GPU Memory Pools in D3D12 (therealmjp.github.io) |
| 1 point by mariuz on Aug 4, 2022 | past |
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| | Half the Precision, Twice the Fun: Working with FP16 in HLSL (therealmjp.github.io) |
| 1 point by zdw on Oct 24, 2019 | past |
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| | An Introduction to Real-Time Subsurface Scattering (therealmjp.github.io) |
| 147 points by mariuz on Oct 22, 2019 | past | 4 comments |
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| | An Introduction to Real-Time Subsurface Scattering (therealmjp.github.io) |
| 2 points by Impossible on Oct 7, 2019 | past |
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| | What Is a Barrier? (therealmjp.github.io) |
| 1 point by noch on Oct 7, 2019 | past |
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| | Hello, Hugo (therealmjp.github.io) |
| 1 point by ingve on Aug 13, 2019 | past |
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