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Sebastian Aaltonen sebbbi

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sebbbi / BetterBuffers.txt
Created February 28, 2019 05:04
Better buffers
All current buffer types in shading languages are slightly different ways to present homogeneous arrays (single struct or type repeating N times in memory).
DirectX has raw buffers (RWByteAddressBuffer) but that is limited to 32 bit integer types and the implementation doesn't require natural alignment for wide loads resulting in suboptimal codegen on Nvidia GPUs.
Complex use cases, such as tree traversal in spatial data structures (physics, ray-tracing, etc) require data structure that is non-homogeneous. You want different node payloads and tight memory layout.
Ability to mix 8/16/32 bit data types and 1d/2d/4d vectors to faciliate GPU wide loads (max bandwidth) in same data structure is crucial for complex use cases like this.
On the other hand we want better more readable/maintainable code syntax than DirectX raw buffers without manual bit packing/extracting and reinterpret casting. Goal should be to allow modern GPUs to use sub-register addressing (SDWA on AMD hardware). Saving both ALU and register
@sebbbi
sebbbi / leroy.txt
Last active January 1, 2021 14:29
Leroy investigation
Parry:
b2 mid+high:
3 frame startup and can interrupt many (non-NC) strings.
1 or 2 followup = 30 damage
Against slow recovery moves can launch with b3 or uf4.
3+4 (Hermit stance) low:
3 frame startup and can interrupt many (non-NC) strings. Hermit string transitions parry dick jab even at -9.
4,1+2 followup = 56 damage
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sebbbi / 5600x.txt
Last active November 9, 2020 09:39
5600X vs 3700X
Source: https://www.anandtech.com/show/16214/amd-zen-3-ryzen-deep-dive-review-5950x-5900x-5800x-and-5700x-tested
Format:
TestName (lower = better): 3700X -> 5600X (performance difference)
Less than 1% difference = tie
Office and Science
Agisoft Photoscan (lower = better): 2377 -> 2133 (+11.4%)
GIMP (lower = better): 20.72 -> 17.15 (+20.8%)
3D particle movement non-AVX: 2768->2452 (-11.4%)
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sebbbi / asuka.txt
Last active January 8, 2021 12:50
Asuka investigation
Top moves (close):
1,2,4/3: 10 high, -2 block, followups: mid(-8 push),mid(-12 push), low(-11 / 0 hit)
1+2: i16 mid, -9 block, launch
df1,2/4: i13 mid,high/mid, -3 block, followups: high(-1), mid(-12)
df2: i15 mid, -6 block, launch (no crouch)
d1+2: i20 low, -18 block, high crush, 36 damage minicombo (d2, f2)
d3+4: i14 low,high, -6 block (push), low crush, CH launch
db1,2: i14 mid,high, -9 block, high crush, followup CH launch
db2: i20 mid, -11 block, high cruch, launch
b2,1,4/4/1+2,4: i15 mid, -4 block, followups: mid,low/high (-7,-6 push), low(-11), high,mid (-9,-13)
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sebbbi / jack.txt
Last active February 24, 2021 19:36
Jack investigation
Top moves:
2: i11 high, +1 block, +9 hit, 10 dmg, followup (NC): (1) mid, -2 block, +3 hit, NC = 22 dmg
f2: i10 high, -12 block, +5 hit, 17 dmg, CH followups: ff1 = 40 dmg, ff3 = 48 dmg, f3+4 = 42 dmg
f1: i14 mid, -6 block, +5 hit, 15 dmg, followup (NC): (1) high, -7 block, NC = 40 dmg
df1: i14 mid, -4 block, +3 hit, 12 dmg, followups (CH NC): (2,1) delayable high,high, launch, (1) mid, -12 block. CH NC = 55 dmg
db1: i12 low, -12 block, +2 hit, 13 dmg
df2: i15 mid, -14 block (safe tip range), launch
f1+2: i15 mid, -19 block (pushback), wall bounce
db,d,df1: i24 low, high crush, -37 block, 30 dmg
FC db1: i12 low, high crush, -8 block, +6 hit, 15 dmg
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sebbbi / lidia.txt
Last active March 28, 2021 18:40
Lidia investigation
i10 jab / punish:
1,2,2: mid NC, -10 block, +8 CFT hit
1,2,4: low, -13 block, +3 hit. CH: ff3 followup = 34 dmg
+8 CFT mixup:
1: mid i20, -9 block, hit KD, CH ff1+2 followup = 59 dmg
4: low i19, -26 block, ff3 followup = 26 dmg
ff2 i14 long range mid:
block: -2 pushback -> backdash