Fix all blog post descriptions
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- Review
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---
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Alright so I'm trying to do something new, and review a camera. I don't plan on buying another camera
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body right now, so I cannot compare to any other cameras. This is just my experience with it as I've
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Alright so I'm trying to do something new, and review a camera.
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I don't plan on buying another camera body right now, so I cannot compare to any other cameras. This is just my experience with it as I've
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had this camera for many months now.
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## Verdict
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---
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Hello and welcome to the first of many "Vulkan Deep Dives" I plan on writing this year. What are these?
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Well to put it simply, there is _a lot_ of Vulkan content on the Internet now. Which is great, but what ends up
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happening is that someone gets knee-deep in writing their tutorial and end up losing steam once they get past the
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"really basic 90%". This is stuff like initialization (boring), device creation (snooze), render passes (eugh) and pipeline creation (woo?).
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- Deep Dive
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---
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This topic is
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something that trips a lot of developers up, and they don't really know where to look, or don't know how to use existing
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tools properly. Even worse, is that a lot of
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This is a topic that trips a lot of developers up, and they don't really know where to look, or don't know how to use existing
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tools properly.
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Even worse, is that a lot of
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the underlying validation stuff has changed a few years ago, so now there is a divide between the "old but used to work"
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information, and the very little "stuff that actually works" info that's online. Let's solve both issues today.
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- Deep Dive
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---
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In this Vulkan deep dive, we'll go over a simple but important technique - anti-aliasing. FXAA is a popular
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In this Vulkan deep dive, we'll go over a simple but important technique - anti-aliasing.
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FXAA is a popular
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and cheap choice for a post-processing AA solution, but SMAA is another popular option used in many games. Not only is it
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cheap (but not as cheap as FXAA), it's also extremely easy to implement. It has a HLSL and GLSL version, but of course
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we're just worrying about a Vulkan implementation here.
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---
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Culling is an important part of modern graphics, you definitely don't want anything you aren't looking at wasting
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valuable resources. Now wait... what's the purpose of doing it ourselves? I think I read somewhere that GPUs will cull
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valuable resources.
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Now wait... what's the purpose of doing it ourselves? I think I read somewhere that GPUs will cull
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objects itself, and won't try to rasterize them...
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## Theory
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---
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Building editor and mod tools is something I never expected to find so enjoyable, and
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it's another rabbit hole of endless programming goals. However, there is a distinct lack
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it's another rabbit hole of endless programming goals.
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However, there is a distinct lack
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of editor-focused graphics tutorials. Transform handles especially are troublesome, but we
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will go over more than just that here.
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---
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Before we get into the technique we'll implement later, let's take a look down memory lane with depth of field in games:
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## Theory
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---
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You might be wondering why I'm covering reflections and IBLs in this series, as there
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is tutorials covering these already online. However, there is two important distinctions in what I'm
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is tutorials covering these already online.
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However, there is two important distinctions in what I'm
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teaching here:
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_Parallax-corrected_ reflections and _Real-time_ Image-based Lighting. In most tutorials, they might cover
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- Review
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---
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It's time for another figure review, this time with Ryza! Funnily enough, this figure
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actually convinced me to try Atelier Ryza (1) again, which runs great on the Steam Deck thanks
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It's time for another figure review, this time with Ryza!
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Funnily enough, this figure actually convinced me to try Atelier Ryza (1) again, which runs great on the Steam Deck thanks
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to the atelier-sync-fix created by doujistin, who created DXVK. Games aside, here's the figure.
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The figure is around average price ($150) and was already released by the time I got around to purchasing it.
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---
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The Linux graphics stack is a complex mechanism of many, many projects that function together to
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deliver images to your screen. Since other operating systems hide this away from you, we fortunately have Linux to look
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deliver images to your screen.
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Since other operating systems hide this away from you, we fortunately have Linux to look
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at for how a desktop system might deliver graphics.
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You probably noticed this already, but this is a very long article. The idea is to give you a true "vertical slice" of a
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---
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If you've been paying attention these last couple of months, the Steam Deck is now in people's hands
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and people are starting to discover how bad Steam Offline mode is. Thankfully Valve is improving the situation
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and people are starting to discover how bad Steam Offline mode is.
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Thankfully Valve is improving the situation
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in every update but there is one thing they cant fix: Why do some games require you to be online for achievements
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and some don't?
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