#renderdoc search results
#RenderDoc でKingdom Come : Deliveranceをキャプチャ、というか実行しようとすると DXGI_ERROR_DRIVER_INTERNAL_ERROR で落ちてしまうのだが、どうにかキャプチャできないだろうか。
the magic wand is a handy #renderdoc feature. when visualizing textures, it automatically rescales the color range, so that minimum is mapped to color intensity 0, and maximum to 1. useful for quickly visualizing the z-buffer, or textures with negative values(i.e. normals)
This is the most awesome button in Unity by a fair margin #renderdoc docs.unity3d.com/Manual/RenderD… cc @baldurk
Here is Sydney, Australia pulled into blender after using RenderDoc to grab the 3D map. #3dmodeling #maps #renderdoc #gamedev #godotengine #blender
Vulkan compute shader copy from image2D result to sampler2D for next frame stackoverflow.com/questions/6826… #vulkan #renderdoc #rendertotexture #synchronization #computeshader
Screen-space ambient occlusion from scratch: and there comes that moment when #Vulkan finally shows you first visual feedback of the ssao factor come alive in an attachment, and it's both beautiful and ugly. Thank you, #renderdoc. Onto adding blur. #gamedev
Use #renderdoc for more GPU frame info in #unity3d. docs.unity3d.com/Manual/RenderD… renderdoc.org/builds #unitytips
Hi everyone, let's wrap up the grid frustums compute shader and check if it does what it's supposed to do both visually and using RenderDoc. youtu.be/jZ67rLCn_kc #renderdoc #gamedev #gameengine #cpp #graphics #rendering #programming
"Soccer on Your Tabletop" grail.cs.washington.edu/projects/socce… really fun usage of #renderdoc. They train a CNN that estimates depth data from images of soccer players. they get training data by taking many renderdoc captures of a FIFA game. :O
🔥🖥️ Struggling with GPU debugging? RenderDoc and Nsight showing a mess of API calls? Add some object names and debug scopes to colorize and group those commands like a boss! #GPUDebugging #RenderDoc #Nsight-Graphics #TechTips 🚀 wunkolo.github.io/post/2024/09/g…
wunkolo.github.io
GPU Debug Scopes
Using RAII to attach diagnostic information to your command buffers
Time to make my renderer draw to an intermediate backbuffer texture and not straight to the swapchain. This renderer is almost becoming sensible... Histogram clipping in renderdoc is awesome for debugging ranges in an image, for instance HDR values! #renderdoc #vulkan #gamedev
Renderdoc's shader editor is such a great tool! ✨ Here I'm iterating on SDF color blending methods (+fract for debug visualization)! Maybe I should add shader hot reload soon...🤔 #screenshotsaturday #renderdoc #vulkan
The new vsg::GpuAnnotation instrumentation class records labels with colours into the Vulkan/vsg::CommandBuffer using the VK_EXT_debug_utils extension, which #RenderDoc can use to annotate all the commands enabling users to see how scene graph nodes map directly to GPU.
In December my main focus was on adding an extensible instrumentation support into the #VulkanSceneGraph with support for #RenderDoc and #TracyProfiler. The changes are now merged with VSG master: github.com/vsg-dev/Vulkan… And written up the work on forum: github.com/vsg-dev/Vulkan…
edw.is/renderdoc-webg… How to capture WebGL with RenderDoc. As promised. Works on Windows with Chrome only. If you manage to get it working with Firefox somehow, please let me know. :) #webgl #renderdoc #opengl
Vigilance.fr #Vulnerability of #RenderDoc: three vulnerabilities. #security vigilance.fr/vulnerability/…
vigilance.fr
Vulnerability about RenderDoc: three vulnerabilities | Vigilance.fr
An attacker can use several vulnerabilities of RenderDoc, identified by CVE-2023-33863, CVE-2023-33864, CVE-2023-33865.
Vigilance.fr #Vulnérabilité de #RenderDoc : trois vulnérabilités. #sécurité vigilance.fr/vulnerabilite/…
Three vulnerabilities discovered by @Qualys, including privilege escalation, could compromise your system. Act now and update to version 1.27 for protection. Details here: 👉 wizcase.com/news/three-vul… #Cybersecurity #RenderDoc #Vulnerabilities #StaySecure
Got it working with UE5 on the weekend, so I can import a Renderdoc capture, extract the dispatches and debug it. Still pretty rough, but stepping through the UE5 Hi-Z build shader is awesome. Oh and the D3D12 capture is running in my Vulkan renderer! #UE5 #renderdoc
#0day #RenderDoc 1.26 Local Privilege Escalation / Remote Code Execution #Vulnerabilities #RCE #LPE #Exploit 0day.today/exploit/descri…
A new @qualys #security #advisory is out! LPE and RCE in #Renderdoc CVE-2023-33865, CVE-2023-33864, CVE-2023-33863 qualys.com/2023/06/06/ren…
Screen-space ambient occlusion from scratch: and there comes that moment when #Vulkan finally shows you first visual feedback of the ssao factor come alive in an attachment, and it's both beautiful and ugly. Thank you, #renderdoc. Onto adding blur. #gamedev
I have tagged the VulkanSceneGraph-1.0.4 stable release: github.com/vsg-dev/Vulkan… Most notable changes are support for Khronos #MeshShaders and generation of shader debug info when compiling SPIR-V shaders - that makes use of #RenderDoc even more compelling.
#RenderDoc でKingdom Come : Deliveranceをキャプチャ、というか実行しようとすると DXGI_ERROR_DRIVER_INTERNAL_ERROR で落ちてしまうのだが、どうにかキャプチャできないだろうか。
Vulkan compute shader copy from image2D result to sampler2D for next frame stackoverflow.com/questions/6826… #vulkan #renderdoc #rendertotexture #synchronization #computeshader
Got it working with UE5 on the weekend, so I can import a Renderdoc capture, extract the dispatches and debug it. Still pretty rough, but stepping through the UE5 Hi-Z build shader is awesome. Oh and the D3D12 capture is running in my Vulkan renderer! #UE5 #renderdoc
the magic wand is a handy #renderdoc feature. when visualizing textures, it automatically rescales the color range, so that minimum is mapped to color intensity 0, and maximum to 1. useful for quickly visualizing the z-buffer, or textures with negative values(i.e. normals)
This is the most awesome button in Unity by a fair margin #renderdoc docs.unity3d.com/Manual/RenderD… cc @baldurk
Use #renderdoc for more GPU frame info in #unity3d. docs.unity3d.com/Manual/RenderD… renderdoc.org/builds #unitytips
Hi everyone, let's wrap up the grid frustums compute shader and check if it does what it's supposed to do both visually and using RenderDoc. youtu.be/jZ67rLCn_kc #renderdoc #gamedev #gameengine #cpp #graphics #rendering #programming
"Soccer on Your Tabletop" grail.cs.washington.edu/projects/socce… really fun usage of #renderdoc. They train a CNN that estimates depth data from images of soccer players. they get training data by taking many renderdoc captures of a FIFA game. :O
Yup, Nanite/ExportGbuffer.usf FullScreenVS This is quite common in screen space based rendering (for instance separate light pass to just shade tiles containing subsurface materials) I spent way too much time trying to find this in PIX, #Renderdoc is still the best!
The new vsg::GpuAnnotation instrumentation class records labels with colours into the Vulkan/vsg::CommandBuffer using the VK_EXT_debug_utils extension, which #RenderDoc can use to annotate all the commands enabling users to see how scene graph nodes map directly to GPU.
Something went wrong.
Something went wrong.
United States Trends
- 1. #WWERaw 61.5K posts
- 2. Purdy 25.6K posts
- 3. Panthers 34.8K posts
- 4. Bryce 19.1K posts
- 5. 49ers 36.6K posts
- 6. Canales 12.8K posts
- 7. Mac Jones 4,673 posts
- 8. #FTTB 5,184 posts
- 9. Penta 9,425 posts
- 10. #KeepPounding 5,184 posts
- 11. Niners 5,271 posts
- 12. Gunther 13.7K posts
- 13. Jaycee Horn 2,601 posts
- 14. Jennings 7,963 posts
- 15. #RawOnNetflix 2,071 posts
- 16. TMac 1,438 posts
- 17. Ji'Ayir Brown 1,235 posts
- 18. Melo 18.3K posts
- 19. Moehrig N/A
- 20. Rico Dowdle 1,599 posts