First Pass Optimization of Voxel Sampling
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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2:08Describe our vectorisation of ComputeVoxelIrradianceAt()
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2:08Describe our vectorisation of ComputeVoxelIrradianceAt()
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2:08Describe our vectorisation of ComputeVoxelIrradianceAt()
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3:11Instrument ComputeVoxelIrradianceAt() to verify the new SIMD against the old scalar code
3:11Instrument ComputeVoxelIrradianceAt() to verify the new SIMD against the old scalar code
3:11Instrument ComputeVoxelIrradianceAt() to verify the new SIMD against the old scalar code
9:08Continue to make ComputeVoxelIrradianceAt() operate wide
9:08Continue to make ComputeVoxelIrradianceAt() operate wide
9:08Continue to make ComputeVoxelIrradianceAt() operate wide
13:14Introduce an f32_4x version of Clamp01(), with a few words on optimising compilers
13:14Introduce an f32_4x version of Clamp01(), with a few words on optimising compilers
13:14Introduce an f32_4x version of Clamp01(), with a few words on optimising compilers
16:19Continue to make ComputeVoxelIrradianceAt() operate wide
16:19Continue to make ComputeVoxelIrradianceAt() operate wide
16:19Continue to make ComputeVoxelIrradianceAt() operate wide
29:10Change the f32_4x version of Clamp01() to use ZeroF32_4x()
29:10Change the f32_4x version of Clamp01() to use ZeroF32_4x()
29:10Change the f32_4x version of Clamp01() to use ZeroF32_4x()
29:57billdstrong How is he going to test the Clamp01() if he deleted it from the original code?
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29:57billdstrong How is he going to test the Clamp01() if he deleted it from the original code?
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29:57billdstrong How is he going to test the Clamp01() if he deleted it from the original code?
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30:04Introduce an f32_4x version Floor()1
30:04Introduce an f32_4x version Floor()1
30:04Introduce an f32_4x version Floor()1
31:46Fix compile errors in our ComputeVoxelIrradianceAt() vectorisation
31:46Fix compile errors in our ComputeVoxelIrradianceAt() vectorisation
31:46Fix compile errors in our ComputeVoxelIrradianceAt() vectorisation
35:52Optimise ComputeVoxelIrradianceAt() to sum weights before broadcasting them
35:52Optimise ComputeVoxelIrradianceAt() to sum weights before broadcasting them
35:52Optimise ComputeVoxelIrradianceAt() to sum weights before broadcasting them
38:19On the cognitive demand of SIMD, as opposed to instruction sets like AVX-512 and NEON
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38:19On the cognitive demand of SIMD, as opposed to instruction sets like AVX-512 and NEON
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38:19On the cognitive demand of SIMD, as opposed to instruction sets like AVX-512 and NEON
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42:01Continue to make ComputeVoxelIrradianceAt() operate wide, loading in the tiles2,3
42:01Continue to make ComputeVoxelIrradianceAt() operate wide, loading in the tiles2,3
42:01Continue to make ComputeVoxelIrradianceAt() operate wide, loading in the tiles2,3
1:09:06Introduce ConvertS32()4
1:09:06Introduce ConvertS32()4
1:09:06Introduce ConvertS32()4
1:12:44Finish making ComputeVoxelIrradianceAt() operate wide, introducing an f32_4x version of Clamp()
1:12:44Finish making ComputeVoxelIrradianceAt() operate wide, introducing an f32_4x version of Clamp()
1:12:44Finish making ComputeVoxelIrradianceAt() operate wide, introducing an f32_4x version of Clamp()
1:18:39Run the game
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1:18:39Run the game
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1:18:39Run the game
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1:19:02Step through ComputeVoxelIrradianceAt() to find that our vectorised code has been compiled out
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1:19:02Step through ComputeVoxelIrradianceAt() to find that our vectorised code has been compiled out
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1:19:02Step through ComputeVoxelIrradianceAt() to find that our vectorised code has been compiled out
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1:19:28Make ComputeVoxelIrradianceAt() return the SIMD computed result
1:19:28Make ComputeVoxelIrradianceAt() return the SIMD computed result
1:19:28Make ComputeVoxelIrradianceAt() return the SIMD computed result
1:19:50Step through ComputeVoxelIrradianceAt() and try to check out our vectorised code
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1:19:50Step through ComputeVoxelIrradianceAt() and try to check out our vectorised code
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1:19:50Step through ComputeVoxelIrradianceAt() and try to check out our vectorised code
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1:21:15Disable multithreading of the lighting
1:21:15Disable multithreading of the lighting
1:21:15Disable multithreading of the lighting
1:21:45Step through our multithreaded ComputeVoxelIrradianceAt()
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1:21:45Step through our multithreaded ComputeVoxelIrradianceAt()
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1:21:45Step through our multithreaded ComputeVoxelIrradianceAt()
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1:22:19Comment out the old scalar ComputeVoxelIrradianceAt()
1:22:19Comment out the old scalar ComputeVoxelIrradianceAt()
1:22:19Comment out the old scalar ComputeVoxelIrradianceAt()
1:23:16Step through our single-threaded ComputeVoxelIrradianceAt()
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1:23:16Step through our single-threaded ComputeVoxelIrradianceAt()
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1:23:16Step through our single-threaded ComputeVoxelIrradianceAt()
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1:23:54Update RemedyBG
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1:23:54Update RemedyBG
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1:23:54Update RemedyBG
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1:26:30Step through the assembly of our new vectorised ComputeVoxelIrradianceAt()
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1:26:30Step through the assembly of our new vectorised ComputeVoxelIrradianceAt()
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1:26:30Step through the assembly of our new vectorised ComputeVoxelIrradianceAt()
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1:28:41Our lighting looks like the vectorisation just worked
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1:28:41Our lighting looks like the vectorisation just worked
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1:28:41Our lighting looks like the vectorisation just worked
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1:28:47Enable multithreading of the lighting
1:28:47Enable multithreading of the lighting
1:28:47Enable multithreading of the lighting
1:29:05Our lighting looks like it did before
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1:29:05Our lighting looks like it did before
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1:29:05Our lighting looks like it did before
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1:29:18hhlightprof total seconds elapsed: 5.110175
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1:29:18hhlightprof total seconds elapsed: 5.110175
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1:29:18hhlightprof total seconds elapsed: 5.110175
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1:30:56Disable LIGHTING_USE_GRID
1:30:56Disable LIGHTING_USE_GRID
1:30:56Disable LIGHTING_USE_GRID
1:31:13hhlightprof total seconds elapsed: 6.390334
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1:31:13hhlightprof total seconds elapsed: 6.390334
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1:31:13hhlightprof total seconds elapsed: 6.390334
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1:32:36Enable LIGHTING_USE_GRID
1:32:36Enable LIGHTING_USE_GRID
1:32:36Enable LIGHTING_USE_GRID
1:32:5477% of our frame time spent in ComputeLightPropagationWork
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1:32:5477% of our frame time spent in ComputeLightPropagationWork
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1:32:5477% of our frame time spent in ComputeLightPropagationWork
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1:34:09Q&A
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1:34:09Q&A
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1:34:09Q&A
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1:35:00billdstrong Q: Do you plan on bringing your editor on stream, or not? You keep bragging about it
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1:35:00billdstrong Q: Do you plan on bringing your editor on stream, or not? You keep bragging about it
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1:35:00billdstrong Q: Do you plan on bringing your editor on stream, or not? You keep bragging about it
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1:35:05mindmark42 Q: Can you run lightprof without any days?
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1:35:05mindmark42 Q: Can you run lightprof without any days?
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1:35:05mindmark42 Q: Can you run lightprof without any days?
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1:35:17mindmark42 rays
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1:35:17mindmark42 rays
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1:35:17mindmark42 rays
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1:35:28Try decreasing the CostMetric from 16 to 0 in GridRayCast()
1:35:28Try decreasing the CostMetric from 16 to 0 in GridRayCast()
1:35:28Try decreasing the CostMetric from 16 to 0 in GridRayCast()
1:36:03hhlightprof total seconds elapsed: 2.583887
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1:36:03hhlightprof total seconds elapsed: 2.583887
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1:36:03hhlightprof total seconds elapsed: 2.583887
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1:36:47vaualbus Q: Can we time that function with the debug system? So we see how long the top part of that function takes?
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1:36:47vaualbus Q: Can we time that function with the debug system? So we see how long the top part of that function takes?
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1:36:47vaualbus Q: Can we time that function with the debug system? So we see how long the top part of that function takes?
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1:37:01equivocatorrr Q: Why is frame time stability such a rare / impossible thing without leaving headroom?
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1:37:01equivocatorrr Q: Why is frame time stability such a rare / impossible thing without leaving headroom?
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1:37:01equivocatorrr Q: Why is frame time stability such a rare / impossible thing without leaving headroom?
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1:38:54pragmascrypt Q: Did you activate threading again for the benchmark?
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1:38:54pragmascrypt Q: Did you activate threading again for the benchmark?
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1:38:54pragmascrypt Q: Did you activate threading again for the benchmark?
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1:39:18sagian2005 Q: Casey, I just sent you an email. It's re: the SSE stuff you did on today's stream. You might get a smile out of it
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1:39:18sagian2005 Q: Casey, I just sent you an email. It's re: the SSE stuff you did on today's stream. You might get a smile out of it
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1:39:18sagian2005 Q: Casey, I just sent you an email. It's re: the SSE stuff you did on today's stream. You might get a smile out of it
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1:39:29nobodad Q: naysayer88 mentioned that you discussed with him why programming languages shouldn't have unsigned integers. Have you posted your rationale somewhere that I can read? Would you be willing to?
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1:39:29nobodad Q: naysayer88 mentioned that you discussed with him why programming languages shouldn't have unsigned integers. Have you posted your rationale somewhere that I can read? Would you be willing to?
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1:39:29nobodad Q: naysayer88 mentioned that you discussed with him why programming languages shouldn't have unsigned integers. Have you posted your rationale somewhere that I can read? Would you be willing to?
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1:40:49fl_aw3n Q: Can I compile all files in all subdirectories with CL recursively?
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1:40:49fl_aw3n Q: Can I compile all files in all subdirectories with CL recursively?
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1:40:49fl_aw3n Q: Can I compile all files in all subdirectories with CL recursively?
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1:41:06yesyesyourmother Q: Can you use some of the lighting work you do on Handmade Hero in different projects?
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1:41:06yesyesyourmother Q: Can you use some of the lighting work you do on Handmade Hero in different projects?
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1:41:06yesyesyourmother Q: Can you use some of the lighting work you do on Handmade Hero in different projects?
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1:41:31relvet Q: When do we add special sauce, and how much of it? I feel this game needs a Sauce-O-Meter
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1:41:31relvet Q: When do we add special sauce, and how much of it? I feel this game needs a Sauce-O-Meter
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1:41:31relvet Q: When do we add special sauce, and how much of it? I feel this game needs a Sauce-O-Meter
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1:42:31mindmark42 Q: Couldn't the v3 XYZ be loaded with a single load if we pad them?
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1:42:31mindmark42 Q: Couldn't the v3 XYZ be loaded with a single load if we pad them?
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1:42:31mindmark42 Q: Couldn't the v3 XYZ be loaded with a single load if we pad them?
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1:46:11exp_ix Q: Are there any fundamental differences between games engines that use low poly models vs this one?
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1:46:11exp_ix Q: Are there any fundamental differences between games engines that use low poly models vs this one?
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1:46:11exp_ix Q: Are there any fundamental differences between games engines that use low poly models vs this one?
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1:47:34noobgirrafe How can I get your emacs config?
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1:47:34noobgirrafe How can I get your emacs config?
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1:47:34noobgirrafe How can I get your emacs config?
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1:48:08Shut it down
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1:48:08Shut it down
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1:48:08Shut it down
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