Getting NSight Working
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:25Note that NVIDIA replied to our crash report from the previous stream to let us know that the crash occurred in wglGetProcAddress() inside the old Graphics Driver
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0:25Note that NVIDIA replied to our crash report from the previous stream to let us know that the crash occurred in wglGetProcAddress() inside the old Graphics Driver
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0:25Note that NVIDIA replied to our crash report from the previous stream to let us know that the crash occurred in wglGetProcAddress() inside the old Graphics Driver
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2:18Gather further information for NVIDIA, to affirm that it crashes on Graphics Driver 391.01
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2:18Gather further information for NVIDIA, to affirm that it crashes on Graphics Driver 391.01
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2:18Gather further information for NVIDIA, to affirm that it crashes on Graphics Driver 391.01
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5:10Perform a clean install of the NVIDIA Graphics Driver 391.01
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5:10Perform a clean install of the NVIDIA Graphics Driver 391.01
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5:10Perform a clean install of the NVIDIA Graphics Driver 391.01
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6:53A few words on the beauty of coffee as a psychoactive drug
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6:53A few words on the beauty of coffee as a psychoactive drug
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6:53A few words on the beauty of coffee as a psychoactive drug
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8:32Reboot and lose audio
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8:32Reboot and lose audio
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8:32Reboot and lose audio
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10:37Return to write: "The NVIDIA installer just popped up and said it "couldn't continue" because "other installers were running"??" and wait, apparently in vain, for the installation to proceed
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10:37Return to write: "The NVIDIA installer just popped up and said it "couldn't continue" because "other installers were running"??" and wait, apparently in vain, for the installation to proceed
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10:37Return to write: "The NVIDIA installer just popped up and said it "couldn't continue" because "other installers were running"??" and wait, apparently in vain, for the installation to proceed
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13:02Try to uninstall everything NVIDIA related: Nsight / Driver / VS Plugin, and reinstall with palpable excitement
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13:02Try to uninstall everything NVIDIA related: Nsight / Driver / VS Plugin, and reinstall with palpable excitement
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13:02Try to uninstall everything NVIDIA related: Nsight / Driver / VS Plugin, and reinstall with palpable excitement
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17:27Request a reminder as to how we got ourselves to a place where "installation" doesn't just mean copying a file onto a drive
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17:27Request a reminder as to how we got ourselves to a place where "installation" doesn't just mean copying a file onto a drive
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17:27Request a reminder as to how we got ourselves to a place where "installation" doesn't just mean copying a file onto a drive
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17:38Confirm our NVIDIA Graphics Driver version and enable the mic
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17:38Confirm our NVIDIA Graphics Driver version and enable the mic
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17:38Confirm our NVIDIA Graphics Driver version and enable the mic
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17:56Install NVIDIA Nsight Graphics v1.0
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17:56Install NVIDIA Nsight Graphics v1.0
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17:56Install NVIDIA Nsight Graphics v1.0
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21:09Launch the game successfully inside Nsight
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21:09Launch the game successfully inside Nsight
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21:09Launch the game successfully inside Nsight
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23:19Explore Nsight, noting the plentiful glDraw*() and glBind*() calls reported in the Events View
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23:19Explore Nsight, noting the plentiful glDraw*() and glBind*() calls reported in the Events View
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23:19Explore Nsight, noting the plentiful glDraw*() and glBind*() calls reported in the Events View
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31:54internal_static_void_ handmade_hero You have to close it in Nsight
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31:54internal_static_void_ handmade_hero You have to close it in Nsight
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31:54internal_static_void_ handmade_hero You have to close it in Nsight
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32:24praet_a51 Can someone summarize how the issue was fixed?
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32:24praet_a51 Can someone summarize how the issue was fixed?
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32:24praet_a51 Can someone summarize how the issue was fixed?
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32:46Load up the code, run the game and consider how to wrap up the lighting
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32:46Load up the code, run the game and consider how to wrap up the lighting
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32:46Load up the code, run the game and consider how to wrap up the lighting
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42:31Reacquaint ourselves with our OpenGL code, and specify our goal to recombine a scattered set of lighting samples to shade our scene
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42:31Reacquaint ourselves with our OpenGL code, and specify our goal to recombine a scattered set of lighting samples to shade our scene
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42:31Reacquaint ourselves with our OpenGL code, and specify our goal to recombine a scattered set of lighting samples to shade our scene
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47:14See if there's any liquid
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47:14See if there's any liquid
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47:14See if there's any liquid
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47:34Return with liquid and set up our Day number
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47:34Return with liquid and set up our Day number
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47:34Return with liquid and set up our Day number
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49:01AsafGartner Q: It's 442
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49:01AsafGartner Q: It's 442
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49:01AsafGartner Q: It's 442
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49:09Interpolating lighting samples across continuous walls
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49:09Interpolating lighting samples across continuous walls
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49:09Interpolating lighting samples across continuous walls
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52:28Lighting entities like the trees and hero appropriately
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52:28Lighting entities like the trees and hero appropriately
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52:28Lighting entities like the trees and hero appropriately
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55:13Distributing a fixed network of lighting points
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55:13Distributing a fixed network of lighting points
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55:13Distributing a fixed network of lighting points
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1:02:17Consider changing SumLight() to operate on a fixed network on lighting points
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1:02:17Consider changing SumLight() to operate on a fixed network on lighting points
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1:02:17Consider changing SumLight() to operate on a fixed network on lighting points
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1:03:14Conceptualising cube lighting vertices vs points for interpolation purposes
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1:03:14Conceptualising cube lighting vertices vs points for interpolation purposes
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1:03:14Conceptualising cube lighting vertices vs points for interpolation purposes
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1:07:42Run the game to see that we run at ~28ms per frame
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1:07:42Run the game to see that we run at ~28ms per frame
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1:07:42Run the game to see that we run at ~28ms per frame
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1:08:42Prevent LightingTest() from drawing the hemisphere sampling debug visualisation
1:08:42Prevent LightingTest() from drawing the hemisphere sampling debug visualisation
1:08:42Prevent LightingTest() from drawing the hemisphere sampling debug visualisation
1:09:37Run the game to see our expected performance difference at different zoom levels
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1:09:37Run the game to see our expected performance difference at different zoom levels
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1:09:37Run the game to see our expected performance difference at different zoom levels
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1:10:24Make CompileZBiasProgram hard set the LightCount to 4
1:10:24Make CompileZBiasProgram hard set the LightCount to 4
1:10:24Make CompileZBiasProgram hard set the LightCount to 4
1:11:20Run the game to see a little performance improvement
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1:11:20Run the game to see a little performance improvement
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1:11:20Run the game to see a little performance improvement
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1:11:44Consider regularising CompileZBiasProgram()
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1:11:44Consider regularising CompileZBiasProgram()
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1:11:44Consider regularising CompileZBiasProgram()
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1:12:37Packing sampling points in a square chunk of memory
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1:12:37Packing sampling points in a square chunk of memory
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1:12:37Packing sampling points in a square chunk of memory
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1:13:58Consider how to interpolate square-packed lighting points in CompileZBiasProgram()
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1:13:58Consider how to interpolate square-packed lighting points in CompileZBiasProgram()
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1:13:58Consider how to interpolate square-packed lighting points in CompileZBiasProgram()
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1:15:47Sketch out a version of lighting_textures packed as a pair of v3 values
1:15:47Sketch out a version of lighting_textures packed as a pair of v3 values
1:15:47Sketch out a version of lighting_textures packed as a pair of v3 values
1:21:02Change textured_vertex removing LightCount and Emission and adding UV and LightUV, and propagate the removals
1:21:02Change textured_vertex removing LightCount and Emission and adding UV and LightUV, and propagate the removals
1:21:02Change textured_vertex removing LightCount and Emission and adding UV and LightUV, and propagate the removals
1:28:31Run the game to see nothing different
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1:28:31Run the game to see nothing different
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1:28:31Run the game to see nothing different
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1:28:47Introduce FetchAndSum() for SumLight() to call with a view to performing UV-based interpolation
1:28:47Introduce FetchAndSum() for SumLight() to call with a view to performing UV-based interpolation
1:28:47Introduce FetchAndSum() for SumLight() to call with a view to performing UV-based interpolation
1:33:50Run to see no performance problems
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1:33:50Run to see no performance problems
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1:33:50Run to see no performance problems
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1:34:06Consider how to change FetchAndSum() to operate on square-packed lighting points
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1:34:06Consider how to change FetchAndSum() to operate on square-packed lighting points
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1:34:06Consider how to change FetchAndSum() to operate on square-packed lighting points
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1:36:00Run the game to double-check that we're okay so far
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1:36:00Run the game to double-check that we're okay so far
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1:36:00Run the game to double-check that we're okay so far
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1:37:41Temporarily pack the lighting_textures in a square chunk of memory for ready fetching
1:37:41Temporarily pack the lighting_textures in a square chunk of memory for ready fetching
1:37:41Temporarily pack the lighting_textures in a square chunk of memory for ready fetching
1:40:06Add PackIndex to lighting_point to specify where lighting samples should be packed
1:40:06Add PackIndex to lighting_point to specify where lighting samples should be packed
1:40:06Add PackIndex to lighting_point to specify where lighting samples should be packed
1:43:11Run the game to see the same performance
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1:43:11Run the game to see the same performance
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1:43:11Run the game to see the same performance
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1:43:34Pack the lighting_textures in a square chunk of memory for ready fetching, and propagate this more prescriptive change to OutputLightingTextures() and SplitBox(), considering lofting out the notion of a BaseLightIndex to higher level
1:43:34Pack the lighting_textures in a square chunk of memory for ready fetching, and propagate this more prescriptive change to OutputLightingTextures() and SplitBox(), considering lofting out the notion of a BaseLightIndex to higher level
1:43:34Pack the lighting_textures in a square chunk of memory for ready fetching, and propagate this more prescriptive change to OutputLightingTextures() and SplitBox(), considering lofting out the notion of a BaseLightIndex to higher level
1:49:15Revert our recent changes with the determination to figure out how to generate the information as to how lighting sampling points go together
1:49:15Revert our recent changes with the determination to figure out how to generate the information as to how lighting sampling points go together
1:49:15Revert our recent changes with the determination to figure out how to generate the information as to how lighting sampling points go together
1:50:16Sampling the lighting as faces
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1:50:16Sampling the lighting as faces
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1:50:16Sampling the lighting as faces
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1:51:19Q&A
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1:51:19Q&A
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1:51:19Q&A
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1:51:59Kknewkles Q: Hi Casey! Can you please remind the good people on the stream 1) why templates are bad, 2) what use cases templates can be considered for, which they are good and bad for 3) and what can they be replaced with even then? (I'm gonna take a gander it's METAPROGRAMMING)
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1:51:59Kknewkles Q: Hi Casey! Can you please remind the good people on the stream 1) why templates are bad, 2) what use cases templates can be considered for, which they are good and bad for 3) and what can they be replaced with even then? (I'm gonna take a gander it's METAPROGRAMMING)
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1:51:59Kknewkles Q: Hi Casey! Can you please remind the good people on the stream 1) why templates are bad, 2) what use cases templates can be considered for, which they are good and bad for 3) and what can they be replaced with even then? (I'm gonna take a gander it's METAPROGRAMMING)
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1:52:40frostyninja Q: Has getting Nsight working boosted your morale back and recovered some hope?
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1:52:40frostyninja Q: Has getting Nsight working boosted your morale back and recovered some hope?
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1:52:40frostyninja Q: Has getting Nsight working boosted your morale back and recovered some hope?
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1:55:01frostyninja Q: or are you still moving to Montana
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1:55:01frostyninja Q: or are you still moving to Montana
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1:55:01frostyninja Q: or are you still moving to Montana
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1:55:03krismeld Q: Do you have any plans for doing shadows in the game?
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1:55:03krismeld Q: Do you have any plans for doing shadows in the game?
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1:55:03krismeld Q: Do you have any plans for doing shadows in the game?
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1:55:12Run the game to show the shadows
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1:55:12Run the game to show the shadows
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1:55:12Run the game to show the shadows
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1:56:01Show shadowing irrelevance in the good-looking Horizon: Zero Dawn, and photos of the real world
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1:56:01Show shadowing irrelevance in the good-looking Horizon: Zero Dawn, and photos of the real world
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1:56:01Show shadowing irrelevance in the good-looking Horizon: Zero Dawn, and photos of the real world
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2:00:36longboolean Q: Is the cause over brightness merely a change in the algorithm makes the light brightness value different or is there an actual bug?
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2:00:36longboolean Q: Is the cause over brightness merely a change in the algorithm makes the light brightness value different or is there an actual bug?
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2:00:36longboolean Q: Is the cause over brightness merely a change in the algorithm makes the light brightness value different or is there an actual bug?
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2:01:21vateferfout Q: Will sprites be simply flat-lighted, or do you plan to implement something to give them some kind of fake 3D lighting?
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2:01:21vateferfout Q: Will sprites be simply flat-lighted, or do you plan to implement something to give them some kind of fake 3D lighting?
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2:01:21vateferfout Q: Will sprites be simply flat-lighted, or do you plan to implement something to give them some kind of fake 3D lighting?
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2:01:36lucid_frost Q: How similar is this lighting model to something you would find in other game engines?1
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2:01:36lucid_frost Q: How similar is this lighting model to something you would find in other game engines?1
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2:01:36lucid_frost Q: How similar is this lighting model to something you would find in other game engines?1
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2:04:35internal_static_void_ Q: Why use Nsight in the application for graphics debugging when you already use Visual Studio for CPU code debugging? Why not just use Nsight in Visual Studio?
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2:04:35internal_static_void_ Q: Why use Nsight in the application for graphics debugging when you already use Visual Studio for CPU code debugging? Why not just use Nsight in Visual Studio?
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2:04:35internal_static_void_ Q: Why use Nsight in the application for graphics debugging when you already use Visual Studio for CPU code debugging? Why not just use Nsight in Visual Studio?
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2:05:57internal_static_void_ Q: Have you considered baking shadows?
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2:05:57internal_static_void_ Q: Have you considered baking shadows?
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2:05:57internal_static_void_ Q: Have you considered baking shadows?
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2:06:26oaeui Q: Do you think that the number of small draw calls might be causing GPU occupancy issues? Can't remember if we saw occupancy statistics in Nsight
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2:06:26oaeui Q: Do you think that the number of small draw calls might be causing GPU occupancy issues? Can't remember if we saw occupancy statistics in Nsight
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2:06:26oaeui Q: Do you think that the number of small draw calls might be causing GPU occupancy issues? Can't remember if we saw occupancy statistics in Nsight
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2:07:08phobichngarl Can you show what game looks like now?
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2:07:08phobichngarl Can you show what game looks like now?
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2:07:08phobichngarl Can you show what game looks like now?
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2:07:18Show the game
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2:07:18Show the game
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2:07:18Show the game
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2:10:00longboolean Q: Do you plan on having 3D objects for things like gates or doors?
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2:10:00longboolean Q: Do you plan on having 3D objects for things like gates or doors?
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2:10:00longboolean Q: Do you plan on having 3D objects for things like gates or doors?
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2:10:29Wrap it up with a glimpse into the future of world generation
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2:10:29Wrap it up with a glimpse into the future of world generation
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2:10:29Wrap it up with a glimpse into the future of world generation
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