I'm a software alchemist transmuting math into pixels. Sr. Programmer at Santa Monica Studio. Perpetually bad at social media.
he/him
| Blog | https://pixelalchemy.dev/ |
I'm a software alchemist transmuting math into pixels. Sr. Programmer at Santa Monica Studio. Perpetually bad at social media.
he/him
| Blog | https://pixelalchemy.dev/ |
REAC 2025 talk details have been posted on the website! Register today - it's free! https://enginearchitecture.org/2025.htm
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@aeva Also I don't believe you need to uninstall PipeWire to use ALSA directly. I think you can just stop the PipeWire service.
Also I stumbled upon this when checking if PortAudio supported PipeWire: https://gitlab.freedesktop.org/pipewire/pipewire/-/wikis/Config-PipeWire#setting-buffer-size-quantum
You've maybe already seen it, but that PIPEWIRE_LATENCY environment variable might be helpful.
The linked FAQ also mentions a "Pro Audio Profile" that sounds very useful for what you're doing.
@aeva I'm a little late, but if you want to test things with ALSA or JACK without dealing with them directly, we've been pretty happy with PortAudio at work. https://www.portaudio.com/
We use it to sling 32 channels of latency-sensitive audio on Windows. (In our case with WDMKS, which ≈ ALSA on Windows.)
As far as abstractions go it's pretty thin and focused on low-level.
(There's no backend for PipeWire directly, but my understanding is PipeWire provides a JACK-compatible API that works well.)
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
https://therealmjp.github.io/posts/to-earlyz-or-not-to-earlyz/
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Early-Z Forced Early-Z With UAVs And Depth Writes Rasterizer Order Views/Fragment Shader Interlock Summary and Conclusion One of the things we often take for granted on GPUs is the idea of early Z testing. It’s the main reason why Z prepasses exist at all, and it’s one of the things that has allowed forward rendering to remain viable without being completely overwhelmed by pixel shader overdraw (instead it merely gets overwhelmed by quad overshading, but I digress).
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