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Pixel Art Games and nSight Shader Analysis
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0:02Welcome to the digression on pixel art games
0:02Welcome to the digression on pixel art games
0:02Welcome to the digression on pixel art games
3:03Launch Children of Morta (through Steam) and NVIDIA Nsight Graphics
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3:03Launch Children of Morta (through Steam) and NVIDIA Nsight Graphics
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3:03Launch Children of Morta (through Steam) and NVIDIA Nsight Graphics
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5:10Point out the pixel art rendering artifacts
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5:10Point out the pixel art rendering artifacts
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5:10Point out the pixel art rendering artifacts
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6:08Create a project in Nsight for Children of Morta, with a few words on launching games through Steam
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6:08Create a project in Nsight for Children of Morta, with a few words on launching games through Steam
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6:08Create a project in Nsight for Children of Morta, with a few words on launching games through Steam
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11:10Launch Children of Morta standalone, and then within Nsight
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11:10Launch Children of Morta standalone, and then within Nsight
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11:10Launch Children of Morta standalone, and then within Nsight
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14:46Capture our first D3D11 frame of Children of Morta and scrub through the draw events
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14:46Capture our first D3D11 frame of Children of Morta and scrub through the draw events
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14:46Capture our first D3D11 frame of Children of Morta and scrub through the draw events
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21:11Swaying tree draw event: Events View
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21:11Swaying tree draw event: Events View
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21:11Swaying tree draw event: Events View
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24:25Swaying tree draw event: API Inspector View - Input Assembler
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24:25Swaying tree draw event: API Inspector View - Input Assembler
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24:25Swaying tree draw event: API Inspector View - Input Assembler
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26:49Swaying tree draw event: API Inspector View - Vertex Shader
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26:49Swaying tree draw event: API Inspector View - Vertex Shader
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26:49Swaying tree draw event: API Inspector View - Vertex Shader
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28:11Swaying tree draw event: API Inspector View - Rasterizer
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28:11Swaying tree draw event: API Inspector View - Rasterizer
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28:11Swaying tree draw event: API Inspector View - Rasterizer
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28:59Swaying tree draw event: API Inspector View - Pixel Shader
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28:59Swaying tree draw event: API Inspector View - Pixel Shader
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28:59Swaying tree draw event: API Inspector View - Pixel Shader
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30:55Swaying tree draw event: API Inspector View - Pixel Shader Disassembly, and Resource Views
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30:55Swaying tree draw event: API Inspector View - Pixel Shader Disassembly, and Resource Views
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30:55Swaying tree draw event: API Inspector View - Pixel Shader Disassembly, and Resource Views
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33:40Swaying tree draw event: API Inspector View - Our tree sprite and its assembly
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33:40Swaying tree draw event: API Inspector View - Our tree sprite and its assembly
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33:40Swaying tree draw event: API Inspector View - Our tree sprite and its assembly
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44:11We got a puss!
44:11We got a puss!
44:11We got a puss!
44:55Swaying tree draw event: API Inspector View - Understanding our tree sprite's assembly
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44:55Swaying tree draw event: API Inspector View - Understanding our tree sprite's assembly
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44:55Swaying tree draw event: API Inspector View - Understanding our tree sprite's assembly
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45:43How we may perform sub-pixel sampling
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45:43How we may perform sub-pixel sampling
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45:43How we may perform sub-pixel sampling
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48:57Sampling Pixel Art
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48:57Sampling Pixel Art
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48:57Sampling Pixel Art
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52:38The undesirable smearing effect of bilinear filtering on a pixel (texel) art game
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52:38The undesirable smearing effect of bilinear filtering on a pixel (texel) art game
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52:38The undesirable smearing effect of bilinear filtering on a pixel (texel) art game
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54:54Panning with bilinear filtering disabled
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54:54Panning with bilinear filtering disabled
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54:54Panning with bilinear filtering disabled
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1:01:16Zooming and unaligned panning with bilinear filtering disabled
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1:01:16Zooming and unaligned panning with bilinear filtering disabled
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1:01:16Zooming and unaligned panning with bilinear filtering disabled
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1:04:47Understanding our desired filter in 1D
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1:04:47Understanding our desired filter in 1D
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1:04:47Understanding our desired filter in 1D
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1:06:47Sub-pixel filtering: Brute-force sampling
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1:06:47Sub-pixel filtering: Brute-force sampling
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1:06:47Sub-pixel filtering: Brute-force sampling
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1:08:52Sub-pixel filtering: UV coefficient bilinear sampling
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1:08:52Sub-pixel filtering: UV coefficient bilinear sampling
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1:08:52Sub-pixel filtering: UV coefficient bilinear sampling
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1:20:09Plea to Unity: Precondition your UV coordinates in the pixel shader
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1:20:09Plea to Unity: Precondition your UV coordinates in the pixel shader
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1:20:09Plea to Unity: Precondition your UV coordinates in the pixel shader
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1:21:21Preconditioning your UV coordinates in the pixel shader
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1:21:21Preconditioning your UV coordinates in the pixel shader
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1:21:21Preconditioning your UV coordinates in the pixel shader
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1:55:47mempoedits handmade_hero Try "-force-glcore" for launch parameter to force OpenGL
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1:55:47mempoedits handmade_hero Try "-force-glcore" for launch parameter to force OpenGL
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1:55:47mempoedits handmade_hero Try "-force-glcore" for launch parameter to force OpenGL
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1:56:24Try unsuccessfully to launch Children of Morta in Nsight using the "force-glcore" command line argument
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1:56:24Try unsuccessfully to launch Children of Morta in Nsight using the "force-glcore" command line argument
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1:56:24Try unsuccessfully to launch Children of Morta in Nsight using the "force-glcore" command line argument
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1:58:00Capture and export a frame of Children of Morta
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1:58:00Capture and export a frame of Children of Morta
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1:58:00Capture and export a frame of Children of Morta
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2:00:54Inspect our frame export
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2:00:54Inspect our frame export
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2:00:54Inspect our frame export
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2:02:27Q&A
2:02:27Q&A
2:02:27Q&A
2:03:18dithinas Q: Here's a good side-by-side example of the artifacts you're talking about1
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2:03:18dithinas Q: Here's a good side-by-side example of the artifacts you're talking about1
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2:03:18dithinas Q: Here's a good side-by-side example of the artifacts you're talking about1
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2:10:10Understanding the smooth sub-pixel filtering in that Shadertoy2
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2:10:10Understanding the smooth sub-pixel filtering in that Shadertoy2
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2:10:10Understanding the smooth sub-pixel filtering in that Shadertoy2
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2:13:39raf_85 Q: Children of Morta looks like a fairly ambitious game. Why do you think they didn't bother to implement proper sub-pixel rendering?
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2:13:39raf_85 Q: Children of Morta looks like a fairly ambitious game. Why do you think they didn't bother to implement proper sub-pixel rendering?
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2:13:39raf_85 Q: Children of Morta looks like a fairly ambitious game. Why do you think they didn't bother to implement proper sub-pixel rendering?
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2:14:14xrxr13579 Q: How did you learn about this artifact / how did you figure out the cause?
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2:14:14xrxr13579 Q: How did you learn about this artifact / how did you figure out the cause?
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2:14:14xrxr13579 Q: How did you learn about this artifact / how did you figure out the cause?
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2:14:58frostyninja Q: That Shadertoy is by our very own d7samurai!
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2:14:58frostyninja Q: That Shadertoy is by our very own d7samurai!
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2:14:58frostyninja Q: That Shadertoy is by our very own d7samurai!
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2:15:13omgitsmoe11 Q: Someone posted a link before saying Unity has a pixel perfect 2D package3
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2:15:13omgitsmoe11 Q: Someone posted a link before saying Unity has a pixel perfect 2D package3
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2:15:13omgitsmoe11 Q: Someone posted a link before saying Unity has a pixel perfect 2D package3
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2:18:02gigasightmedia handmade_hero How much more work / is any extra work required for oblique viewing?
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2:18:02gigasightmedia handmade_hero How much more work / is any extra work required for oblique viewing?
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2:18:02gigasightmedia handmade_hero How much more work / is any extra work required for oblique viewing?
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2:18:33zrizi Q: (Off-topic) How is Pow function implemented? How would you go about implementing an efficient power?4
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2:18:33zrizi Q: (Off-topic) How is Pow function implemented? How would you go about implementing an efficient power?4
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2:18:33zrizi Q: (Off-topic) How is Pow function implemented? How would you go about implementing an efficient power?4
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2:23:38zrizi Q: I thought for cosine and sine we would use a table lookup (instead of series expansion), isn't it?
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2:23:38zrizi Q: I thought for cosine and sine we would use a table lookup (instead of series expansion), isn't it?
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2:23:38zrizi Q: I thought for cosine and sine we would use a table lookup (instead of series expansion), isn't it?
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2:27:10longboolean Q: Is there ever a reason not to compute your pixels this way? Is this a 2D only thing, etc?
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2:27:10longboolean Q: Is there ever a reason not to compute your pixels this way? Is this a 2D only thing, etc?
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2:27:10longboolean Q: Is there ever a reason not to compute your pixels this way? Is this a 2D only thing, etc?
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2:27:50xrxr13579 Q: It seems that this artifact is quite well known, at least in your circle. Is there a name for it?
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2:27:50xrxr13579 Q: It seems that this artifact is quite well known, at least in your circle. Is there a name for it?
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2:27:50xrxr13579 Q: It seems that this artifact is quite well known, at least in your circle. Is there a name for it?
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2:29:12gigasightmedia handmade_hero: This shader can only address artifacting within the texture, but cannot address sub-pixel occlusion artifacting (i.e. the shimmer is still present on exterior edge pixels)
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2:29:12gigasightmedia handmade_hero: This shader can only address artifacting within the texture, but cannot address sub-pixel occlusion artifacting (i.e. the shimmer is still present on exterior edge pixels)
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2:29:12gigasightmedia handmade_hero: This shader can only address artifacting within the texture, but cannot address sub-pixel occlusion artifacting (i.e. the shimmer is still present on exterior edge pixels)
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2:30:23Brian Q: It was surprising to see how much latency was on division. Square root seems to have a similar latency, but reciprocal square root (i.e. _mm_rsqrt_ps) is as quick as multiply (with just half the throughput). Why is rsqrt much faster than regular sqrt?5
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2:30:23Brian Q: It was surprising to see how much latency was on division. Square root seems to have a similar latency, but reciprocal square root (i.e. _mm_rsqrt_ps) is as quick as multiply (with just half the throughput). Why is rsqrt much faster than regular sqrt?5
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2:30:23Brian Q: It was surprising to see how much latency was on division. Square root seems to have a similar latency, but reciprocal square root (i.e. _mm_rsqrt_ps) is as quick as multiply (with just half the throughput). Why is rsqrt much faster than regular sqrt?5
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2:32:54Brian Q: Is there a less precise version of sqrt then? Because a lot of the math we need in games does not need the full precision
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2:32:54Brian Q: Is there a less precise version of sqrt then? Because a lot of the math we need in games does not need the full precision
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2:32:54Brian Q: Is there a less precise version of sqrt then? Because a lot of the math we need in games does not need the full precision
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2:33:34ponkkiz Q: Could you do something similar inspecting some Unreal Engine 4 game and end the engine war for good?
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2:33:34ponkkiz Q: Could you do something similar inspecting some Unreal Engine 4 game and end the engine war for good?
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2:33:34ponkkiz Q: Could you do something similar inspecting some Unreal Engine 4 game and end the engine war for good?
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2:34:23gigasightmedia handmade_hero: So the artifacting still present here is because there is no border-pixel? If the texture were prepared properly, it would address that as well6
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2:34:23gigasightmedia handmade_hero: So the artifacting still present here is because there is no border-pixel? If the texture were prepared properly, it would address that as well6
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2:34:23gigasightmedia handmade_hero: So the artifacting still present here is because there is no border-pixel? If the texture were prepared properly, it would address that as well6
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2:38:24Wrap it up
2:38:24Wrap it up
2:38:24Wrap it up