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A nerd talking about how the Dolphin Emulator solved an impossible problem, to avoid shader compilation stutter during gameplay (Ubershaders). No so-called "Generative AI" was used to make this video. Sources: - Ubershaders: A Ridiculous Solution to an Impossible Problem: https://dolphin-emu.org/blog/2017/07/30/ubershaders/ - GameCube Architecture - A practical analysis by Rodrigo Copetti: https://www.copetti.org/writings/consoles/gamecube/ - Why old PC games didn't compile shaders: https://www.reddit.com/r/explainlikeimfive/comments/zdma3g/comment/iz3xc94/ - OpenGL code example to render a triangle: https://www.geeksforgeeks.org/blogs/rendering-triangle-using-openglusing-shaders/ - Wii memory map: https://wiibrew.org/wiki/Memory_map - Gamecube memory map: https://hitmen.c02.at/files/yagcd/yagcd/chap4.html#sec4.1 - Dolphin Emulator Github repository: https://github.com/dolphin-emu/dolphin - Quake 3 gameplay used in the video: https://www.youtube.com/watch?v=jE5b_cTZzBw - Background and music used in the video: https://youtu.be/_asoMC8oURI - UltraHLE website: https://web.archive.org/web/20000816005326/http://www.emuunlim.com/UltraHLE/index.htm - Nvidia silicon die shots: https://locuza.substack.com/p/nvidias-ada-lineup-configurations - Nintendo's "Ask The Developer" - Nintendo Switch 2: https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-16-nintendo-switch-2-part-4/ - Gamecube's architecture: https://cubemedia.ign.com/media/news/documents/embeddedforumkeynote.pdf - Why GPUs don't have standard instruction sets: https://computergraphics.stackexchange.com/questions/7809/what-does-gpu-assembly-look-like - Even though the Godot example footage was recorded by me, the project itself is the product of a tutorial from Alva Majo that I was following and I feel like I didn't credit him properly in the video: https://www.youtube.com/watch?v=eQ_HBvtdoiU Consider supporting this channel: - https://buymeacoffee.com/franlmsp - https://ko-fi.com/franlmsp 0:00 Introduction 0:31 GPU architecture vs CPU architecture 1:14 OpenGL, DirectX and Vulkan 2:00 Shader compilation 4:18 Emulators 5:50 The Gamecube's architecture 7:50 The Gamecube's TEV unit 8:36 How Dolphin solved it
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