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Latest tweets from @corralx
RT @Donzanoid: "Global Line Radiosity" updates GPU final gathering using per-pixel linked lists instead of depth peeling.… T.co
RT @MyNameIsMJP: Figure 1: A typical interaction between a 3D video game, the GPU's driver, and the operating system. T.co
Nov 23 2017
RT @erkaman2: "Low Level Optimizations for GCN" by @MichalDrobot
Nov 22 2017
RT @Atrix256: New blog post attempting to demystify floating point a bit. Aimed at people like myself who usually regard floatin… T.co
RT @kenpex: Guerrilla-games.com
Nov 21 2017
RT @harrism: Understand what's happening under the hood in #CUDA Unified Memory and how to optimize for best performance. Anothe… T.co
RT @ourmachinery: More Vulkan today with @tobias_persson blog post: "Vulkan Command Buffer Management" Ourmachinery.com #gamedev #vulkan
Nov 20 2017
RT @iquilezles: Procedural image (3 kb approx): raymarched ladybug. Runs SLOW! No meshes, just maths. Also, no ambient occlusion, n… T.co
RT @Dolphin_Emu: Another huge game-changing feature has arrived in 2017 - Hybrid XFB!
By revamping the fin… T.co
Nov 19 2017
RT @KostasAAA: New blog post! "Experiments in GPU-based occlusion culling" Interplayoflight.wordpress.com
Nov 16 2017