- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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| "use client"; | |
| /* eslint-disable @next/next/no-img-element */ | |
| import Link from "next/link"; | |
| import { useState, useEffect } from 'react'; | |
| import { | |
| AppBskyFeedDefs, | |
| AppBskyFeedPost, | |
| type AppBskyFeedGetPostThread, | |
| } from "@atproto/api"; |
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| // Adds context menu to TextureImporter objects, saves .dds next to input texture, including mipmaps. | |
| // Tested with Unity 2021.3.4 | |
| using System; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.IO; | |
| using Unity.Collections.LowLevel.Unsafe; | |
| struct DDSHeader |
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| // MIT License | |
| // | |
| // Copyright (c) 2022 Haï~ (@vr_hai github.com/hai-vr) | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to deal | |
| // in the Software without restriction, including without limitation the rights | |
| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| // copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: |
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| Shader "Unlit/MatCap Techniques" | |
| { | |
| Properties | |
| { | |
| [NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {} | |
| [KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } |
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| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
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| // MIT License | |
| // Copyright (c) 2021 Merlin | |
| using UdonSharp; | |
| using UnityEngine; | |
| [DefaultExecutionOrder(1000000000)] | |
| public class GlobalProfileHandler : UdonSharpBehaviour | |
| { | |
| TMPro.TextMeshProUGUI timeText; |
Hi! As of Sep. 10 2019, you may notice some things are different or broken!! Please be patient as things are adjusted to work with the new SteamVR version (1.7.15)
- In the meantime, check out this section of the standard Hybrid setup FAQ for a temporary workaround! Thanks<3
NOTE: The software provided from this guide is in an alpha state. Rarely, you may run into bugs or other issues. As this software is not officially supported, please keep any questions or bug reports to the Rift x Vive discord.
Make sure you've followed the tracker setup guide here first if using feet trackers
- In the devices tab of the Oculus Client, pair your spare oculus controller as a VR Object: Configure rift
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| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
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| using System; | |
| namespace ConsoleApplication2 | |
| { | |
| class Program | |
| { | |
| static void Main(string[] args) | |
| { | |
| var freq = new int[20]; | |
| var rng = new RandomNumberGenerator(); |
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