#OpenGL graphics API
Explore tagged Tumblr posts
Text
I want to make this piece of software. I want this piece of software to be a good piece of software. As part of making it a good piece of software, i want it to be fast. As part of making it fast, i want to be able to paralellize what i can. As part of that paralellization, i want to use compute shaders. To use compute shaders, i need some interface to graphics processors. After determining that Vulkan is not an API that is meant to be used by anybody, i decided to use OpenGL instead. In order for using OpenGL to be useful, i need some way to show the results to the user and get input from the user. I can do this by means of the Wayland API. In order to bridge the gap between Wayland and OpenGL, i need to be able to create an OpenGL context where the default framebuffer is the same as the Wayland surface that i've set to be a window. I can do this by means of EGL. In order to use EGL to create an OpenGL context, i need to select a config for the context.
Unfortunately, it just so happens that on my Linux partition, the implementation of EGL does not support the config that i would need for this piece of software.
Therefore, i am going to write this piece of software for 9front instead, using my 9front partition.
#Update#Programming#Technology#Wayland#OpenGL#Computers#Operating systems#EGL (API)#Windowing systems#3D graphics#Wayland (protocol)#Computer standards#Code#Computer graphics#Standards#Graphics#Computing standards#3D computer graphics#OpenGL API#EGL#Computer programming#Computation#Coding#OpenGL graphics API#Wayland protocol#Implementation of standards#Computational technology#Computing#OpenGL (API)#Process of implementation of standards
9 notes
·
View notes
Text
I really want a Murder Drones boomer shooter
ok so I've mentioned before that I play Doom, and it's my hope to one day make a boomer shooter similar to modern Doom set in the Murder Drones universe. I started learning SFML for this purpose recently, but being a university student takes a lot of time and graphics programming is hard to learn (even OpenGL, which is the "easier" of the graphics APIs :3).
However, in an effort to "ghost of done" this one, I'm going to post some various thoughts I had about what I'd like to see in a Murder Drones boomer shooter. This was inspired by a post I saw that was the Doom cover but redrawn completely with various worker drones and disassembly drones populating the area around Doomguy, who was replaced by Khan. The word "Doom" was humorously replaced with the word "Door" and was stylized in the same way as the Doom logo typically is. I believe the art was made by Animate-a-thing
So, okay, I had two ideas, one of which is exceedingly far from canon and probably deserves its own post because it falls firmly into the realm of "fanfiction" rather than being a natural/reasonable continuation to the story that Liam told. So I'll talk about the other one here, which stems from an idea on Reddit that I had seen (that doesn't seem to exist anymore? I couldn't find it, at the least).
The actual idea lol
Okay, so, picture this: Some time post ep8, the Solver is reawakening in Uzi and is beginning to take control again. Not only that, it's begun to spread (somehow) to other Worker Drones. Now, the Solver has an incredibly powerful Uzi and an army of Worker Drones on its side. Moreover, N is in denial. He believes that there must be some way to free Uzi from the Solver, so, of his own free will, he chooses to defend and support Uzi even though he is capable of singlehandedly solving this conflict.
The only Worker Drone who can put an end to this madness is Khan Doorman. His engineering prowess gave him the ability to construct a number of guns, including an improved railgun that can shoot more than once before needing to recharge. He also created some personal equipment that allow him to jump much higher into the air and dash at incredible speeds. It's up to him to fight through the hordes of corrupted Worker Drones (and maybe even some Disassembly Drones?) that the Solver has set up.
I like this because Khan being an engineer makes this idea make a lot of sense flavorwise. I also think it could be interesting mechanically. For example, if you have to fight some Disassembly Drones, since, in the show, they have the ability to heal themselves (unless they get too damaged, in which case they Solver), that could be represented in game mechanically as "If a Disassembly Drone goes too long without taking damage, it will begin to heal over time. So, keep attacking it and don't take your attention away from it to ensure it can't heal, or use a railgun shot to defeat it instantly." I think this setting allows the story to compliment the gameplay really nicely.
11 notes
·
View notes
Note
hi julie! hope you're doing well. i'm not up to much new other than silly programming stuff with my partner, it was really fun learning opengl! i don't have any news regarding my sister but i wanted to say hi anyway. also i will be opening a new blog sometime soon so i can ask non-anonymously. anyway,
how are you? i try to keep up with your posts but there may be some that i missed. sisterly bliss looks fun! might try it myself. and i hope you figure out what that weird feeling was :>
that's all i think :3
- 🍇
Cute! I've never been good at programming, the best i could do was python and I am bad at that. "Cross platform graphics API" is magic words i barely understand, BUT i do feel confident in saying that OpenGL stands for Open Girls Love.
I very rarely get non anonymous asks (understandably) so yay that'll be fun and I hope you enjoy having a dedicated blog.
I'm all over the place honestly but mostly chill! Sisterly Bliss has been pretty good so far! I've been enjoying the story a lot and it's cool having a lot of the conflict based around their mum. although i will say that $24.95 USD is not a fun money conversion :(
At least I have the game DRM free so i can always just send it to people if they want (if i can work out an easy way to do that lol).
I'm mostly feeling better now, not really sure what the feeling was but at least it's gone. thank u for the lovely message and it's nice to hear from u :)
#askies#🍇 anon#not a fun currency conversion for me. probably worse for u if you are in turkey although honestly I'm not sure!#presumably it is worse though#do i get in trouble for saying i can give ppl the zip file? idk#i mean it's not the worst conversion in the world but it still feels like a bit of money for a kinda short visual novel yknow?
3 notes
·
View notes
Text
Apple Unveils Mac OS X
Next Generation OS Features New “Aqua” User Interface
MACWORLD EXPO, SAN FRANCISCO
January 5, 2000
Reasserting its leadership in personal computer operating systems, Apple® today unveiled Mac® OS X, the next generation Macintosh® operating system. Steve Jobs demonstrated Mac OS X to an audience of over 4,000 people during his Macworld Expo keynote today, and over 100 developers have pledged their support for the new operating system, including Adobe and Microsoft. Pre-release versions of Mac OS X will be delivered to Macintosh software developers by the end of this month, and will be commercially released this summer.
“Mac OS X will delight consumers with its simplicity and amaze professionals with its power,” said Steve Jobs, Apple’s iCEO. “Apple’s innovation is leading the way in personal computer operating systems once again.”
The new technology Aqua, created by Apple, is a major advancement in personal computer user interfaces. Aqua features the “Dock” — a revolutionary new way to organize everything from applications and documents to web sites and streaming video. Aqua also features a completely new Finder which dramatically simplifies the storing, organizing and retrieving of files—and unifies these functions on the host computer and across local area networks and the Internet. Aqua offers a stunning new visual appearance, with luminous and semi-transparent elements such as buttons, scroll bars and windows, and features fluid animation to enhance the user’s experience. Aqua is a major advancement in personal computer user interfaces, from the same company that started it all in 1984 with the original Macintosh.
Aqua is made possible by Mac OS X’s new graphics system, which features all-new 2D, 3D and multimedia graphics. 2D graphics are performed by Apple’s new “Quartz” graphics system which is based on the PDF Internet standard and features on-the-fly PDF rendering, anti-aliasing and compositing—a first for any operating system. 3D graphics are based on OpenGL, the industry’s most-widely supported 3D graphics technology, and multimedia is based on the QuickTime™ industry standard for digital multimedia.
At the core of Mac OS X is Darwin, Apple’s advanced operating system kernel. Darwin is Linux-like, featuring the same Free BSD Unix support and open-source model. Darwin brings an entirely new foundation to the Mac OS, offering Mac users true memory protection for higher reliability, preemptive multitasking for smoother operation among multiple applications and fully Internet-standard TCP/IP networking. As a result, Mac OS X is the most reliable and robust Apple operating system ever.
Gentle Migration
Apple has designed Mac OS X to enable a gentle migration for its customers and developers from their current installed base of Macintosh operating systems. Mac OS X can run most of the over 13,000 existing Macintosh applications without modification. However, to take full advantage of Mac OS X’s new features, developers must “tune-up” their applications to use “Carbon”, the updated version of APIs (Application Program Interfaces) used to program Macintosh computers. Apple expects most of the popular Macintosh applications to be available in “Carbonized” versions this summer.
Developer Support
Apple today also announced that more than 100 leading developers have pledged their support for the new operating system, including Adobe, Agfa, Connectix, id, Macromedia, Metrowerks, Microsoft, Palm Computing, Quark, SPSS and Wolfram (see related supporting quote sheet).
Availability
Mac OS X will be rolled out over a 12 month period. Macintosh developers have already received two pre-releases of the software, and they will receive another pre-release later this month—the first to incorporate Aqua. Developers will receive the final “beta” pre-release this spring. Mac OS X will go on sale as a shrink-wrapped software product this summer, and will be pre-loaded as the standard operating system on all Macintosh computers beginning in early 2001. Mac OS X is designed to run on all Apple Macintosh computers using PowerPC G3 and G4 processor chips, and requires a minimum of 64 MB of memory.
4 notes
·
View notes
Text
every time i look at game development
my brain hurts a lot. because it isn't the game development i'm interested in. it's the graphics stuff like opengl or vulkan and shaders and all that. i need to do something to figure out how to balance work and life better. i've got a course on vulkan i got a year ago i still haven't touched and every year that passes that i don't understand how to do graphics api stuffs, the more i scream internally. like i'd love to just sit down with a cup of tea and vibe out to learning how to draw lines. i'm just in the wrong kind of job tbh. a lot of life path stuff i coulda shoulda woulda. oh well.
2 notes
·
View notes
Note
Not sure if you've been asked/ have answered this before but do you have any particular recommendations for learning to work with Vulkan? Any particular documentation or projects that you found particularly engaging/helpful?
vkguide is def a really great resource! Though I would def approach vulkan after probably learning a more simpler graphics API like OpenGL and such since there is a lot of additional intuitions to understand around why Vulkan/DX12/Metal are designed the way that they are.
Also I personally use Vulkan-Hpp to help make my vulkan code a lot more cleaner and C++-like rather than directly using the C api and exposing myself to the possibility of more mistakes(like forgetting to put the right structure type enum and such). It comes with some utils and macros for making some of the detailed bits of Vulkan a bit easier to manage like pNext chains and such!
12 notes
·
View notes
Text
Wish List For A Game Profiler
I want a profiler for game development. No existing profiler currently collects the data I need. No existing profiler displays it in the format I want. No existing profiler filters and aggregates profiling data for games specifically.
I want to know what makes my game lag. Sure, I also care about certain operations taking longer than usual, or about inefficient resource usage in the worker thread. The most important question that no current profiler answers is: In the frames that currently do lag, what is the critical path that makes them take too long? Which function should I optimise first to reduce lag the most?
I know that, with the right profiler, these questions could be answered automatically.
Hybrid Sampling Profiler
My dream profiler would be a hybrid sampling/instrumenting design. It would be a sampling profiler like Austin (https://github.com/P403n1x87/austin), but a handful of key functions would be instrumented in addition to the sampling: Displaying a new frame/waiting for vsync, reading inputs, draw calls to the GPU, spawning threads, opening files and sockets, and similar operations should always be tracked. Even if displaying a frame is not a heavy operation, it is still important to measure exactly when it happens, if not how long it takes. If a draw call returns right away, and the real work on the GPU begins immediately, it’s still useful to know when the GPU started working. Without knowing exactly when inputs are read, and when a frame is displayed, it is difficult to know if a frame is lagging. Especially when those operations are fast, they are likely to be missed by a sampling debugger.
Tracking Other Resources
It would be a good idea to collect CPU core utilisation, GPU utilisation, and memory allocation/usage as well. What does it mean when one thread spends all of its time in that function? Is it idling? Is it busy-waiting? Is it waiting for another thread? Which one?
It would also be nice to know if a thread is waiting for IO. This is probably a “heavy” operation and would slow the game down.
There are many different vendor-specific tools for GPU debugging, some old ones that worked well for OpenGL but are no longer developed, open-source tools that require source code changes in your game, and the newest ones directly from GPU manufacturers that only support DirectX 12 or Vulkan, but no OpenGL or graphics card that was built before 2018. It would probably be better to err on the side of collecting less data and supporting more hardware and graphics APIs.
The profiler should collect enough data to answer questions like: Why is my game lagging even though the CPU is utilised at 60% and the GPU is utilised at 30%? During that function call in the main thread, was the GPU doing something, and were the other cores idling?
Engine/Framework/Scripting Aware
The profiler knows which samples/stack frames are inside gameplay or engine code, native or interpreted code, project-specific or third-party code.
In my experience, it’s not particularly useful to know that the code spent 50% of the time in ceval.c, or 40% of the time in SDL_LowerBlit, but that’s the level of granularity provided by many profilers.
Instead, the profiler should record interpreted code, and allow the game to set a hint if the game is in turn interpreting code. For example, if there is a dialogue engine, that engine could set a global “interpreting dialogue” flag and a “current conversation file and line” variable based on source maps, and the profiler would record those, instead of stopping at the dialogue interpreter-loop function.
Of course, this feature requires some cooperation from the game engine or scripting language.
Catching Common Performance Mistakes
With a hybrid sampling/instrumenting profiler that knows about frames or game state update steps, it is possible to instrument many or most “heavy“ functions. Maybe this functionality should be turned off by default. If most “heavy functions“, for example “parsing a TTF file to create a font object“, are instrumented, the profiler can automatically highlight a mistake when the programmer loads a font from disk during every frame, a hundred frames in a row.
This would not be part of the sampling stage, but part of the visualisation/analysis stage.
Filtering for User Experience
If the profiler knows how long a frame takes, and how much time is spent waiting during each frame, we can safely disregard those frames that complete quickly, with some time to spare. The frames that concern us are those that lag, or those that are dropped. For example, imagine a game spends 30% of its CPU time on culling, and 10% on collision detection. You would think to optimise the culling. What if the collision detection takes 1 ms during most frames, culling always takes 8 ms, but whenever the player fires a bullet, the collision detection causes a lag spike. The time spent on culling is not the problem here.
This would probably not be part of the sampling stage, but part of the visualisation/analysis stage. Still, you could use this information to discard “fast enough“ frames and re-use the memory, and only focus on keeping profiling information from the worst cases.
Aggregating By Code Paths
This is easier when you don’t use an engine, but it can probably also be done if the profiler is “engine-aware”. It would require some per-engine custom code though. Instead of saying “The game spent 30% of the time doing vector addition“, or smarter “The game spent 10% of the frames that lagged most in the MobAIRebuildMesh function“, I want the game to distinguish between game states like “inventory menu“, “spell targeting (first person)“ or “switching to adjacent area“. If the game does not use a data-driven engine, but multiple hand-written game loops, these states can easily be distinguished (but perhaps not labelled) by comparing call stacks: Different states with different game loops call the code to update the screen from different places – and different code paths could have completely different performance characteristics, so it makes sense to evaluate them separately.
Because the hypothetical hybrid profiler instruments key functions, enough call stack information to distinguish different code paths is usually available, and the profiler might be able to automatically distinguish between the loading screen, the main menu, and the game world, without any need for the code to give hints to the profiler.
This could also help to keep the memory usage of the profiler down without discarding too much interesting information, by only keeping the 100 worst frames per code path. This way, the profiler can collect performance data on the gameplay without running out of RAM during the loading screen.
In a data-driven engine like Unity, I’d expect everything to happen all the time, on the same, well-optimised code path. But this is not a wish list for a Unity profiler. This is a wish list for a profiler for your own custom game engine, glue code, and dialogue trees.
All I need is a profiler that is a little smarter, that is aware of SDL, OpenGL, Vulkan, and YarnSpinner or Ink. Ideally, I would need somebody else to write it for me.
6 notes
·
View notes
Text
Mesh topologies: done!
Followers may recall that on Thursday I implemented wireframes and Phong shading in my open-source Vulkan project. Both these features make sense only for 3-D meshes composed of polygons (triangles in my case).
The next big milestone was to support meshes composed of lines. Because of how Vulkan handles line meshes, the additional effort to support other "topologies" (point meshes, triangle-fan meshes, line-strip meshes, and so on) is slight, so I decided to support those as well.
I had a false start where I was using integer codes to represent different topologies. Eventually I realized that defining an "enum" would be a better design, so I did some rework to make it so.
I achieved the line-mesh milestone earlier today (Monday) at commit ce7a409. No screenshots yet, but I'll post one soon.
In parallel with this effort, I've been doing what I call "reconciliation" between my Vulkan graphics engine and the OpenGL engine that Yanis and I wrote last April. Reconciliation occurs when I have 2 classes that do very similar things, but the code can't be reused in the form of a library. The idea is to make the source code of the 2 versions as similar as possible, so I can easily see the differences. This facilitates porting features and fixes back and forth between the 2 versions.
I'm highly motivated to make my 2 engine repos as similar as possible: not just similar APIs, but also the same class/method/variable names, the same coding style, similar directory structures, and so on. Once I can easily port code back and forth, my progress on the Vulkan engine should accelerate considerably. (That's how the Vulkan project got user-input handling so quickly, for instance.)
The OpenGL engine will also benefit from reconciliation. Already it's gained a model-import package. That's something we never bothered to implement last year. Last month I wrote one for the Vulkan engine (as part of the tutorial) and already the projects are similar enough that I was able to port it over without much difficulty.
#open source#vulkan#java#software development#accomplishments#github#3d graphics#coding#jvm#3d mesh#opengl#polygon#3d model#making progress#work in progress#topology#milestones
2 notes
·
View notes
Text
(the 'one company' in the Flash case is primarily Apple, although the decision to decisively deprecate and kill it was made across all the browser manufacturers. Apple are also the ones who decided not to let Vulkan and soon OpenGL run on their devices and to have their own graphics API, which leads to the current messy situation where graphics APIs seem to be multiplying endlessly and you have to rely on some kind of abstraction package to transpile between Vulkan, DX12, Metal, WebGPU, OpenGL, ...)
1 note
·
View note
Link
0 notes
Text
How C and C++ Power the Modern World: Key Applications Explained
In an era driven by digital innovation, some of the most impactful technologies are built upon languages that have stood the test of time. Among them, C and C++ remain foundational to the software ecosystem, serving as the backbone of countless systems and applications that fuel the modern world. With exceptional performance, low-level memory control, and unparalleled portability, these languages continue to be indispensable in various domains.
Operating Systems and Kernels
Virtually every modern operating system owes its existence to C and C++. Windows, macOS, Linux, and countless UNIX variants are either fully or partially written in these languages. The reason is clear—these systems demand high efficiency, direct hardware interaction, and fine-grained resource control.
C and C++ programming applications in OS development enable systems to manage memory, execute processes, and handle user interactions with minimal latency. The modular architecture of kernels, drivers, and libraries is often sculpted in C for stability and maintainability, while C++ adds object-oriented capabilities when needed.
Embedded Systems and IoT
Embedded systems—the silent enablers of everyday devices—rely heavily on C and C++. From microwave ovens and washing machines to automotive control systems and industrial automation, these languages are instrumental in programming microcontrollers and real-time processors.
Due to the deterministic execution and small memory footprint required in embedded environments, C and C++ programming applications dominate the firmware layer. In the rapidly expanding Internet of Things (IoT) landscape, where devices must function autonomously with minimal energy consumption, the control and optimization offered by these languages are irreplaceable.
Game Development and Graphics Engines
Speed and performance are paramount in the gaming world. Game engines like Unreal Engine and graphics libraries such as OpenGL and Vulkan are built in C and C++. Their ability to interact directly with GPU hardware and system memory allows developers to craft graphically rich, high-performance games.
From rendering photorealistic environments to simulating physics engines in real time, C and C++ programming applications provide the precision and power that immersive gaming demands. Moreover, their scalability supports development across platforms—PC, console, and mobile.
Financial Systems and High-Frequency Trading
In finance, microseconds can make or break a deal. High-frequency trading platforms and real-time data processing engines depend on the unmatched speed of C and C++. These languages enable systems to handle vast volumes of data and execute trades with ultra-low latency.
C and C++ programming applications in fintech range from algorithmic trading engines and risk analysis tools to database systems and high-performance APIs. Their deterministic behavior and optimized resource utilization ensure reliability in environments where failure is not an option.
Web Browsers and Rendering Engines
Behind every sleek user interface of a web browser lies a robust core built with C and C++. Google Chrome’s V8 JavaScript engine and Mozilla Firefox’s Gecko rendering engine are developed using these languages. They parse, compile, and execute web content at blazing speeds.
C and C++ programming applications in browser architecture enable low-level system access for networking, security protocols, and multimedia rendering. These capabilities translate into faster load times, improved stability, and better overall performance.
Database Management Systems
Databases are at the heart of enterprise computing. Many relational database systems, including MySQL, PostgreSQL, and Oracle, are built using C and C++. The need for high throughput, efficient memory management, and concurrent processing makes these languages the go-to choice.
C and C++ programming applications allow databases to handle complex queries, transaction management, and data indexing with remarkable efficiency. Their capacity to manage and manipulate large datasets in real time is crucial for big data and analytics applications.
C and C++ continue to thrive not because they are relics of the past, but because they are still the most effective tools for building high-performance, scalable, and secure systems. The diversity and depth of C and C++ programming applications underscore their enduring relevance in powering the technologies that shape our digital lives. From embedded controllers to the engines behind global finance, these languages remain quietly omnipresent—and unmistakably essential.
0 notes
Photo

China's first 6nm domestic GPU, the G100 from Lisuan Technology, has successfully powered on, signaling a major step in China's tech independence. This innovative graphics card promises performance comparable to the RTX 4060, although skepticism remains about its actual capabilities. Developed using a 6nm process node, the G100 is based on Lisuan's proprietary TrueGPU architecture—rumored to be entirely in-house. While details are scarce, it’s likely produced by China’s leading foundry SMIC, given export restrictions on U.S.-based manufacturing. Targeting the gaming market, the G100 supports APIs like DirectX 12, Vulkan 1.3, and OpenGL 4.6, hinting at decent performance for lightweight gaming and AI workloads. Software optimization and driver maturity will be critical for its success. Though commercialization may not happen until 2026, this milestone demonstrates significant progress for China’s GPU efforts. It highlights the importance of innovation, extensive R&D, and overcoming supply chain hurdles. Will this mark the beginning of a new era in Chinese chip manufacturing? Stay tuned as benchmark tests and further details emerge! What are your thoughts on China’s push for自主GPU development? Share below! #ChinaTech #GPUInnovation #GraphicsCard #GamingHardware #MadeInChina #TechIndependence #AI #ChipManufacturing #SMIC #TechProgress #FutureOfGPU
0 notes
Text
Dev Log Apr 4 2025 - Let's talk Graphics
Taking a break complaining about WebKit, the custom rendering backend work is actually going really, really well. To the point where the average frame of the main menu dropped again from hovering around 2.7-3.3ms down to about 2.3-2.7ms. Alpha blending issue has been resolved, and all of the shaders are back up and running. We even have a little optimization around the use of rendering layers so that stuff like the jelly and water stage features only require a single pass to handle clipping instead of two! Not that the average player will care about saving 0.1ms per frame, but hey - maybe some other dev out there will find some of this useful. Back in the old days of the GameBoy and NES, (and even up to the 3DS technically), most graphics hardware had fixed pipelines where each individual step in the process always happened no matter what. The oldest devices had so many 'slots' for sprites that you loaded into a very specific position in memory, and then every frame, it would read that block and stamp the pixels on the appropriate spot on the screen. Once 3D came into the picture and we now have stuff like OpenGL, things got a little more complicated, where you now have to set up meshes and then do extra setup to have the textures drawn over top. It's a ton more flexible, but a little harder to wrangle and not quite as efficient.
For web-based games, you have an HTML element called a canvas. This element can then be rendered to using WebGL or the Canvas2D API depending on how you set it up. Canvas2D is nice, as you can just draw pixels on it directly kind of like you do a paint program by just telling it "at (35, 64), draw the image of the hat". Which is nice. But it's kind of slow, as you'll be doing that 60 times a second for every single object in the game, all in order one by one. Instead, most games use WebGL. Create the rectangle meshes, set the vertex positions, paint the sprite as a texture over top. The GPU does a bunch in parallel, so it's much, much faster. You just need to put in a little leg-work to get it set up. The thing about this setup is that now, you're doing communication between your main program on the CPU and the data on the GPU, which is (relatively speaking) kind of expensive. Ideally, everything gets sent over once, and then you do tiny little update calls to trigger parts of the program on the GPU to do its thing. Which, when things need to move around, is a little tricky. Typically, a GL render pipeline will bind a shader, bind the geometry, bind uniform attributes, then kick off the draw. However, that's a lot of overhead for 2k single-quad sprites, so we can be a little bit more efficient if we're just a little bit clever. The thing with GL is that it is completely stateful - nothing clears between frames unless you explicitly tell it to. Normally that's a bit of a pain if you accidentally enable something and you don't need it for the next geometry, but we can abuse that a little bit for our sprites. For the shaders, it would be a lot more efficient if we didn't have to turn specific ones on and off every frame for each effect, so we don't! Everything is just baked into one big shader dynamically created when the game is loaded (called an ubershader), that gets enabled once, and we never have to touch it again. Depending on who you ask, this is an absolutely terrible practice, but they're probably thinking in terms of massive 3D worlds with multi-pass lighting and other stuff that makes your 4090 cry. We're a 2D game with a whopping 8 different visual effects, so it's legitimately faster to just take the hit on the teensy little bit of branching. How about another trick? For the memory transfer between the CPU and the GPU, there's extremely high bandwidth, but like I said, it's the latency of the round-trip that really kills performance. So we trade a bunch of little trips for just one big one - every sprite sticks all of their positional data into a single big buffer, and then we just chunk copy that entire buffer over in one burst. The really neat thing about this optimization, is that with that and the ubershader combined, that then allowed us to do some basic texture batching by enabling up to 16 different textures during a single draw call by setting an index in the buffered data about which slot it needs to sample from. So with each improvement, more avenues for more improvements keep popping up. Technically, I could also stick textures into big atlases to allow even more sprites to be drawn per call, but at this point, we can comfortably handle 240Hz monitors, so I don't think that anybody would realistically notice. Maybe when we add 4K support. Technically, we could probably stick this out on Monday, but I'm going to do a bit more testing with it and save it for the holiday update on the 14th. Especially since there is no fallback for it - the old system is just completely gone. Hopefully next week's post will be some great news about the Steam Deck finally being ready, and not just another vent about the shortcomings of WebKit.
0 notes
Text
NVIDIA Quadro FX 5600: Ultra-High-End Graphics Solution
The NVIDIA Quadro FX 5600 was a top-tier workstation graphics card designed for professional 3D modeling, rendering, and visualization. Released in the mid-2000s, it was a powerful choice for CAD, DCC (Digital Content Creation), medical imaging, and scientific visualization applications.
🔹 Key Features & Specifications
1️⃣ GPU & Performance
🔹 GPU Architecture: G80GL (Based on NVIDIA’s G80 core) 🔹 CUDA Cores: 128 🔹 Core Clock Speed: 600 MHz 🔹 Memory Interface: 384-bit
2️⃣ Memory & Bandwidth
🔹 VRAM: 1.5 GB GDDR3 🔹 Memory Speed: 800 MHz 🔹 Memory Bandwidth: 76.8 GB/s 🔹 High-Resolution Support: Ideal for large-scale visualization projects
3️⃣ Advanced Graphics & API Support
🔹 Shader Model: 4.0 🔹 OpenGL: 2.1 🔹 DirectX: 10.0 🔹 CUDA Support: Accelerated GPU computing for professional applications
4️⃣ Display & Connectivity
🔹 Dual-Link DVI Outputs – Supporting ultra-high-resolution displays 🔹 HDCP Support – For protected content playback 🔹 Multiple Display Support – Ideal for multi-monitor workstation setups
5️⃣ Workstation & Professional Software Compatibility
✅ Certified for Autodesk, SolidWorks, CATIA, Maya, and 3ds Max ✅ Optimized drivers for stability & performance in professional applications
🔹 Why Choose the NVIDIA Quadro FX 5600?
✔ High-Performance GPU – Designed for complex 3D rendering & visualization ✔ Large Memory (1.5GB GDDR3) – Ideal for handling large datasets ✔ Certified Workstation Drivers – Ensuring stability for professional software ✔ Multi-Monitor Support – Enhancing productivity in demanding workflows
🔹 Is the Quadro FX 5600 Still Worth Using Today?
While the Quadro FX 5600 was cutting-edge in its time, modern NVIDIA RTX and Quadro GPUs offer superior performance, ray tracing, and AI-powered enhancements. If you are working with CAD, 3D rendering, or AI-based applications, upgrading to a modern NVIDIA RTX A5000 or RTX 6000 would provide significant speed and efficiency improvements.
🔹 Looking for a powerful workstation GPU? Consider upgrading to NVIDIA’s latest Quadro or RTX solutions for unmatched performance.

workstation graphics card
0 notes
Photo

MSI GeForce GT 710 2GB 2GD3H LP Upgrade to the MSI GeForce GT 710 Graphics Card for accelerated performance in demanding PC multimedia applications that integrated graphics can’t deliver. The GT 710 features advanced graphics technologies, so you can enjoy fast web browsing, photo and video editing, and gaming. It’s a simple, affordable way to get your PC up to speed. All Solid Capacitors 10 years ultra-long lifetime (under full load) with a lower running temperature and higher efficiency. Extreme low ESR. Noise Free Large heat sink covers the area of GPU and memory, providing the best environment for gaming and multimedia. Low Profile Design Low profile design saves more space, allowing the user to build slim or smaller systems easier. Afterburner Overclocking Utility Supports in-game video recording. Support wireless control by android/iOS handheld devices. Support built-in DX12 effect test. FEATURES: Core/Memory 954 MHz Core 2048MB DDR3 1600 MHz Video Output Function Dual-link DVI-D x 1 HDMI x 1 (Version 1.4a) D-Sub x 1 Noise free cooling Low profile design Afterburner overclocking utility SPECIFICATIONS: Graphics Processing Unit: NVIDIA GeForce® GT 710 Interface: PCI Express 2.0 x16 (uses x8) Core Clocks: 954 Memory Speed: 1600 Memory Size: 2048 Memory Type: DDR3 Memory Bus: 64-bit HDCP Support: Y Power Consumption: 19 Recommended PSU: 300 DirectX Version Support: 12 API (feature level 11_0) OpenGL Version Support: 4.5 Maximum Displays: 2 DVI Connectors: Dual-link DVI-D x 1Max Resolution: 2560 x 1600 @60 Hz D-SUB Connectors: 1 HDMI Connectors: 1 (version 1.4a) Max Resolution: 4096×2160 @24 Hz RAMDAC Speed (Mhz): 400 Product Dimensions: 14.6 x 6.9 x 1.9 cm Product Weight: 178g WHAT’S IN THE BOX: MSI NVIDIA GeForce® GT 710 2GB GDDR3 Graphics Card – Black x1 Driver CD x1 User Manual x1
1 note
·
View note
Text

✨ PPSSPP Gold APK - The Ultimate PSP Emulator for Android
🎮 What is PPSSPP Gold APK?
PPSSPP Gold APK is a high-performance PSP emulator for Android that allows you to play PlayStation Portable games on mobile devices. Developed by Henrik Rydgård, this gold edition offers advanced features, superior graphics, and optimized performance. Unlike the free version, PPSSPP Gold enhances the gaming experience with better texture filtering, higher rendering speeds, and a smoother frame rate.
⚙️ Key Features of PPSSPP Gold APK
HD Graphics Support — Play PSP games in high-definition with upscaled textures.
Save & Load Progress — Resume gameplay anytime with instant save states.
Customization Options — Adjust settings like frame skipping, texture scaling, and touch controls.
PSP ISO and CSO Compatibility — Supports multiple PSP ROM formats.
External Controller Support — Connect Bluetooth gamepads for a console-like experience.
OpenGL and Vulkan API Support — Optimized rendering for faster, smoother gameplay.
Multi-Language Support — Play in over 36 languages.
Lightweight & Fast — Runs efficiently even on older Android devices.
🕹️ Gameplay of PPSSPP Gold APK
PPSSPP Gold transforms your Android device into a PSP console. The emulator allows you to play legendary PSP titles by loading ISO and CSO game files. Players can tweak graphics settings, connect controllers, and save progress at any point.
⭐ Advantages
Runs PSP games in HD with enhanced textures.
Allows external gamepad support for better controls.
Offers fast and optimized gameplay performance.
Enables custom key mapping and touch controls.
⚠️ Disadvantages
Some high-end PSP games may not run smoothly.
Requires PSP ISO files, which are not included.
Performance depends on device hardware capabilities.
🏆 Differences Between PPSSPP Gold APK and Previous Versions
Gold Edition Benefits — Exclusive premium features not found in the free version.
Enhanced Graphics Engine — Better rendering, texture filtering, and resolution scaling.
Higher Compatibility — Runs more PSP games with fewer crashes.
Optimized Performance — Faster load times and improved battery efficiency.
🔄 What’s New in PPSSPP Gold APK?
Bug Fixes & Stability Improvements — Fewer crashes and smoother performance.
Updated Game Compatibility — More PSP titles run seamlessly.
Improved Audio Emulation — Better sound effects and in-game music.
New Shader Effects — Enhanced graphics customization options.
🛠️ How Does PPSSPP Gold APK Work?
PPSSPP Gold emulates Sony's PSP hardware on Android, enabling users to run PSP ISO and CSO files with optimized performance.
🛠️ Preparing Your Device
Ensure at least 1GB of RAM and a 1.3GHz processor for smooth gameplay.
Enable "Unknown Sources" in security settings to install APK files.
Download PSP ISO/CSO game files from reliable sources.
💾 Downloading PPSSPP Gold APK
Visit a trusted APK provider like HEYAPKS.
Select the latest PPSSPP Gold version for Android.
Click Download and save the APK file.
🔧 Installation Guide (Step-by-Step)
Locate the APK file in your Downloads folder.
Tap to install and grant required permissions.
Launch the app and configure emulator settings.
Load a PSP ISO/CSO game file and start playing.
🛡️ Is It Safe to Use PPSSPP Gold APK?
Yes, PPSSPP Gold APK is safe, provided it is downloaded from a trusted source like HEYAPKS. The official Gold version contains no malware or ads. However, be cautious when downloading PSP ROMs from unknown websites.
📝 Frequently Asked Questions (FAQs) About PPSSPP Gold APK
Q: Does PPSSPP Gold come with pre-installed games? A: No, users must download PSP ISO/CSO files separately.
Q: Can I use an external controller? A: Yes, Bluetooth and USB controllers are supported.
Q: How to improve PPSSPP performance? A: Adjust frame skipping, texture scaling, and use Vulkan API for better speed.
📈 Reviews of PPSSPP Gold APK
Users praise PPSSPP Gold for its HD graphics, smooth gameplay, and premium features. Many recommend it as the best PSP emulator for Android due to its high compatibility with PSP titles.
💾 Download PPSSPP Gold APK Now
Experience the best PSP emulator for Android and enjoy classic PlayStation Portable games on mobile. Get the official PPSSPP Gold APK safely from HEYAPKS for a premium gaming experience!
0 notes