if you do ray traced raster, line by line as plane-sphere/triangle intersections, you can sample as many times along the line as you want, yep the last intersection test is plane vs 3x triangle lines, to get the exact start-end pixels and texture coordinates. yep those intersections are ray traced accurate, better than normal raster. requires and makes full use of sphere entity bvh acceleration structure, automatically.
Awesome explanation! It was quite the headache figuring out how to do msaa with dynamic rendering, only really having the spec… I wish I had this video a few months ago! Haha. Looks like your engine is stemming from vkguide-2 as well, right? I hope dynamic rendering catches on! We need more videos like this one
Thank you! And yes I’ve been cutting out the parts from vkguide I felt were too complicated or slow but otherwise, I loved their structuring and it colored my view on how to set things up. And I totally agree that while dynamic rendering is simpler, not having many resources for it almost negates that. Glad you found this helpful!
I probably will eventually! With the Vulkan stuff currently I’m trying to focus on things that you don’t find many resources for like MSAA with dynamic rendering. VK guide already does a great job explaining dynamic rendering but again, I might soon :) thanks!
@@alex_d_lee i to totally understand it does explain it but integration is usually not too clear especially for beginners new to vulkan trying to setup their whole vulkan renderer to render a triangle
Top quality content right there
Thanks!!
crazy sht, I liked the code part even tho it was complex
we need more of this content!
Keep it up, never tried vulkan msaa, but one day I'll have to
9.999/10 video. The only way it could be better is with larger text for the code for mobile viewers.
Yes totally agree. Made it larger than my last vid but I definitely need to make it bigger. Thank you otherwise!!
@@alex_d_lee I'd zoom in the text on the right-side of the screen since it's mostly unused as your code rarely goes over that many characters
@@pt.r yeah you’re right I’ll probably end up just zooming in on exactly what I’m talking about to help out on mobile. Thanks!
if you do ray traced raster, line by line as plane-sphere/triangle intersections, you can sample as many times along the line as you want, yep the last intersection test is plane vs 3x triangle lines, to get the exact start-end pixels and texture coordinates. yep those intersections are ray traced accurate, better than normal raster. requires and makes full use of sphere entity bvh acceleration structure, automatically.
Awesome explanation! It was quite the headache figuring out how to do msaa with dynamic rendering, only really having the spec… I wish I had this video a few months ago! Haha. Looks like your engine is stemming from vkguide-2 as well, right? I hope dynamic rendering catches on! We need more videos like this one
Thank you! And yes I’ve been cutting out the parts from vkguide I felt were too complicated or slow but otherwise, I loved their structuring and it colored my view on how to set things up.
And I totally agree that while dynamic rendering is simpler, not having many resources for it almost negates that. Glad you found this helpful!
Can you cover how to setup Dynamic Rendering in Vulkan? There aren’t any tutorials on that
I probably will eventually! With the Vulkan stuff currently I’m trying to focus on things that you don’t find many resources for like MSAA with dynamic rendering. VK guide already does a great job explaining dynamic rendering but again, I might soon :) thanks!
@@alex_d_lee i to totally understand it does explain it but integration is usually not too clear especially for beginners new to vulkan trying to setup their whole vulkan renderer to render a triangle
🤍