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   February 26, 2017  
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[13:24:06] <uuppi> Hello. If I want to draw one object with textures and another one without, do I have to use separate pipelines for them? I get validation errors if I use descriptorsets without updating them.
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[13:32:37] <sharpneli> Depends how you want to do it. But if the pipeline layout demands textures you must bind something valid there
[13:32:50] <sharpneli> 1x1 dummy texture might make sense. Or you could just make another pipeline
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[16:24:57] <fazias> should be able to create a "null descriptor"
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[18:02:34] <tomaka> I was wondering about texture atlases
[18:02:55] <tomaka> basically what I had in mind is this: at the start of a frame, check which textures need to be uploaded in the atlas
[18:03:15] <tomaka> switch the texture to the transfer_dest layout, then write the texture, then switch it to the shader_read_optimal layout
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[18:03:47] <tomaka> but texture atlases are usually huge (I take the maximum possible dimension in my code), so isn't it costly to perform these layouts changes?
[18:04:29] <tomaka> meanwhile individual texture layers can be transitionned individually, so isn't it better to have a "small" texture with several layers?
[18:08:17] <ratchetfreak> large atlasses do seem to be less optimal than a texture array
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[18:09:34] <sharpneli> tomaka: Depends heavily on hardware. Might make sense to use the IMAGE_LAYOUT_GENERAL
[18:10:15] <tomaka> hmm, half of my rendering is using textures in this atlas so I'm not sure about LAYOUT_GENERAL
[18:10:30] <tomaka> note that this is a theoretical question for now, because I'm handling layouts properly anyway
[18:10:32] <ratchetfreak> it'd be nice if we could query whether a specific layout transition is expensive
[18:10:34] <tomaka> I'm not*
[18:10:47] <ratchetfreak> and then let us pick whether to use specific layouts
[18:13:16] <tomaka> since my rendering code is still small, I'm still hesitating whether to use Vulkan or OpenGL for my indie game
[18:13:35] <tomaka> I'm not afraid at all about the technical obstacle, but the market share worries me a bit
[18:14:01] <tomaka> and I don't want to maintain two rendering code, otherwise it'd be an engine
[18:14:21] <Cheery> tomaka: did you know that steam has released VR extension that runs on Vulkan only on Linux?
[18:14:40] <Cheery> tomaka: also there are drivers from many vendors now.
[18:15:18] <tomaka> there are "only" 72% of the people who have a DX12-compatible hardware according to steam: http://store.steampowered.com/hwsurvey/videocard/
[18:15:58] <tomaka> which means 28% of the people wouldn't be able to try my game
[18:16:44] <tomaka> drivers are irrelevant if you don't have the hardware
[18:16:54] <Cheery> I am sure the count is increasing.
[18:17:20] <ratchetfreak> there is hardware that will never get a driver
[18:17:35] <ratchetfreak> (unless the vendor will release the specs of the hardware)
[18:21:02] <tomaka> I guess the reasonable thing to do is to switch back to OpenGL
[18:21:48] <ratchetfreak> with a proper abstractions maintaining a dual redner backend shouldn't be that hard
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[18:22:55] <Cheery> tomaka: why are you considering Vulkan?
[18:23:14] <tomaka> Cheery, basically at the start of the project my idea was to heavily use GPGPU
[18:23:25] <tomaka> and to make tons of CPU<->GPU communications
[18:23:33] <tomaka> tried with OpenGL, didn't really work because magic drivers
[18:23:41] <tomaka> switched to vulkan, worked very well
[18:23:47] <tomaka> but now I scrapped this idea of GPGPU
[18:24:02] <Cheery> why?
[18:24:13] <tomaka> for gameplay reasons
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[18:24:33] <tomaka> basically the idea was to use GPGPU to simulate an economy
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[18:24:46] <tomaka> but it turns out the end result is unreadable and the player doesn't know what to do
[18:25:01] <tomaka> so I went for a much simpler system that runs on the CPU
[18:25:28] <Cheery> that's interesting.
[18:26:45] <tomaka> to go into details, the initial idea was to simulate merchandises flowing through the map
[18:27:04] <tomaka> so you'd see arrows telling you how trade is going
[18:27:18] <tomaka> but you were totally overwelmed with these things
[18:27:37] <ratchetfreak> do heatmaps instead maybe?
[18:27:43] <tomaka> now instead I just show few individual sprites navigating through a path
[18:27:43] <Cheery> tomaka: I'm working on a programming language, and I got excited about Vulkan because it seems to abstract very well.
[18:28:24] <tomaka> ratchetfreak, I don't think it was a problem of the way I showed the information, but arther that there was too much information
[18:28:46] <tomaka> like, imagine you need to import more oil because war and stuff
[18:28:54] <tomaka> if you have this heatmap you have no idea what to do
[18:29:19] <tomaka> instead if you have a few sources of oil and you see little oil sprites navigating, you know that that's what you're supposed to capture
[18:29:44] <tomaka> I'm not explaining that very clearly I think
[18:29:51] <ratchetfreak> or caputure the bits of land with the higher "oil heat"
[18:31:01] <tomaka> but is the heat representing production or availability?
[18:31:14] <tomaka> because if it's the former, you don't know whether your troops have access to it
[18:31:21] <tomaka> and if it's availability, well everything would be red
[18:32:15] <ratchetfreak> it's going to be colder where buying and transporting the oil to it is more expensive
[18:32:29] <ratchetfreak> if you own the facilities then you can give yourself discounts
[18:32:37] <ratchetfreak> if it's closer the transport is cheaper
[18:32:46] <ratchetfreak> if a pipeline has been laid down it's cheaper
[18:33:14] <tomaka> yeah all these were part of the initial design
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[18:33:22] <tomaka> the problem is just that it was too confusing for the player I think
[18:33:37] <ratchetfreak> overlays would be necessary
[18:34:06] <tomaka> I have also encountered various technical issues
[18:34:42] <tomaka> like, how do you map a quantity to a color? you'd need to take the highest quantity on the planet and use bright red for it
[18:34:55] <tomaka> but knowing what the highest quantity is, is not easy from the GPU
[18:35:25] <ratchetfreak> getting a histogram of the values and then making a scale out of them?
[18:35:30] <tomaka> so you'd need to hardcode a value, but this value will evolve over time and stuff
[18:36:12] <ratchetfreak> atomicMax exists in spir-V I believe
[18:37:35] <tomaka> another problem I encountered is how to handle ports
[18:37:48] <tomaka> imagine you have some stock of oil somewhere and you trade it
[18:37:48] <ratchetfreak> long range transports and stuff
[18:37:58] <tomaka> finding the neighbouring tile with the highest price is easy
[18:38:09] <tomaka> but if you're on a port, finding which port in the world has the highest price isn't
[18:38:19] <tomaka> (again, from the GPU point of view)
[18:38:45] <tomaka> it's something that can be solved I think, but in the end it increases the complexity a lot
[18:38:47] <ratchetfreak> finding a route through which you can get the lowest transportation overhead isn't
[18:39:26] <sharpneli> Maximums and minimums are generally quite fast to compute. Just do the usual logarithmic reduction. It's like calculating a blur.
[18:39:31] <sharpneli> Or generating mipmaps
[18:39:59] <tomaka> sharpneli, yeah but we're talking about 300k*32 maximums/minimums to compute
[18:40:19] <tomaka> I really wanted to avoid doing multiple passes over the data
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[18:40:38] <sharpneli> tomaka: You need 32 different maximums?
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[18:40:41] <sharpneli> Or?
[18:40:45] <tomaka> 32 different goods
[18:40:48] <ratchetfreak> make each pass do as much as possible
[18:41:00] <Cheery> why multiple passes over data is bad in this case?
[18:41:10] <tomaka> because caches
[18:41:13] <sharpneli> It's really not that bad in the end. 150k in the first pass. 75k in second. And so forth.
[18:41:43] <tomaka> I say 32, in fact it's eight vec4s
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[18:46:26] <sharpneli> And there are 300k ports in the game?
[18:47:01] <tomaka> No, 300k tiles
[18:47:12] <sharpneli> And you can trade the resource in any tile?
[18:47:32] <tomaka> Each tile would trade with its neighbours, or with other ports if it was a port
[18:47:40] <tomaka> ports were buildings constructed by the player
[18:47:59] <sharpneli> Ah. Ports break the topology
[18:48:13] <ratchetfreak> if it's not more than a few dozen ports then it souldn't be that big of a deal I think
[18:48:15] <tomaka> the system had a flaw though, because the player wouldn't want to build ports in small islands, which would make them untradable
[18:49:05] <sharpneli> Yeah. Just keep the ports in separate lists
[18:51:01] <sharpneli> So in the end you need just port count of max calculations
[18:51:01] <tomaka> since I didn't want merchandises to instantaneously travel from a port to another, I also went with sending the list of exports to the CPU, which would then move them to the destination
[18:51:15] <tomaka> the idea was to allow blocuses for example as well
[19:05:19] <tomaka> basically I justified vulkan by the fact that the game utilizes the GPU a lot
[19:05:41] <tomaka> and if your hardware didn't support vulkan, it probably wouldn't be powerful enough to run the simulation anyway
[19:06:10] <tomaka> but now that all this is gone, I have no blocking reason to use vulkan anymore even though I'd prefer to use it
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[20:11:20] * Ralith hopes this doesn't demotivate vulkano
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[20:19:52] <tomaka> Ralith, no
[20:20:26] <Ralith> \o/
[20:20:52] <tomaka> the only problem is that I will no longer have a "real world" test case for vulkano
[20:21:15] <Ralith> my attitude towards indie gamedev has always been "by the time I actually release anything, whatever exciting bleeding edge tech I choose to use will be standard," but maybe you're better at releasing things than me
[20:21:49] <tomaka> my plan is to have a playable game mid-march
[20:21:54] <ratchetfreak> or the bleeding edge has sunk
[20:21:56] <tomaka> then some kind of alpha this summer
[20:22:14] <tomaka> it's not enough time for vulkan to gain 20% market share
[20:22:34] <slime73> playable game in 2 weeks? are you almost there?
[20:22:56] <tomaka> yes
[20:23:08] <tomaka> only thing missing is correct graphisms
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   February 26, 2017  
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