<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: mschuetz</title><link>https://news.ycombinator.com/user?id=mschuetz</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Fri, 26 Jun 2026 22:19:35 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=mschuetz" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by mschuetz in "The Garbage Collection Handbook: The Art of Automatic Memory Management (2nd Ed) (2023)"]]></title><description><![CDATA[
<p>I've always considered shared_ptr to be semi-garbage collection. Allows me to code C++ almost as if it were Java so long as circular references are avoided. I'm perfectly fine with it being considered a type of garbage collection.</p>
]]></description><pubDate>Fri, 26 Jun 2026 15:04:31 +0000</pubDate><link>https://news.ycombinator.com/item?id=48687505</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=48687505</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48687505</guid></item><item><title><![CDATA[New comment by mschuetz in "Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel (2021)"]]></title><description><![CDATA[
<p>You're skillfully dodging the point: Trilinear filtering is in no way an "ideal" alternative.<p>It has worse quality than something like a Lanczos filter, and it requires computing image pyramids first, i.e., it is also slower for the very common use case of rescaling images just once. And that article isn't really about projected/distorted textures, where trilinear filtering actually makes sense.</p>
]]></description><pubDate>Wed, 05 Feb 2025 23:41:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=42956995</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=42956995</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42956995</guid></item><item><title><![CDATA[New comment by mschuetz in "Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel (2021)"]]></title><description><![CDATA[
<p>Trilinear requires an image pyramid. Without downsampling to create that image pyramid, you can't even do trilinear sampling, so your argument strikes me as odd and circular. Like telling developers of APIs such as  ID3D11DeviceContext.GenerateMips to simply use  ID3D11DeviceContext.GenerateMips instead of developing  ID3D11DeviceContext.GenerateMips. Also, I never took this article to be about 3D rendering and utilizing mip maps for trilinear interpolation. More about 2D image scaling.<p>Have you never downscaled and upscaled images in a non-3D-rendering context?</p>
]]></description><pubDate>Tue, 28 Jan 2025 06:19:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=42849427</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=42849427</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42849427</guid></item><item><title><![CDATA[New comment by mschuetz in "Run CUDA, unmodified, on AMD GPUs"]]></title><description><![CDATA[
<p>OpenCL isn't nice to use and lacks tons of quality of life features. I wouldn't use it, even if it was double as fast as CUDA.</p>
]]></description><pubDate>Tue, 16 Jul 2024 18:38:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=40979076</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=40979076</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40979076</guid></item><item><title><![CDATA[New comment by mschuetz in "U.S. clears way for antitrust inquiries of Nvidia, Microsoft and OpenAI"]]></title><description><![CDATA[
<p>Sure is, but there is nothing stopping AMD or Intel from building a working alternative to CUDA, so how is it anti-competitive? The problem with OpenCL, Sycl, ROC, etc. is that the developer experience is terrible. Cumbersome to set up, difficiult to get working accross platforms, lack of major quality of life features, etc.</p>
]]></description><pubDate>Thu, 06 Jun 2024 08:15:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=40594865</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=40594865</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40594865</guid></item><item><title><![CDATA[New comment by mschuetz in "U.S. clears way for antitrust inquiries of Nvidia, Microsoft and OpenAI"]]></title><description><![CDATA[
<p>The magic is that CUDA actually works well. There is no reason to pick OpenCL, ROCm, Sycl or others if you get a 10x better developer experience with CUDA.</p>
]]></description><pubDate>Thu, 06 Jun 2024 08:13:35 +0000</pubDate><link>https://news.ycombinator.com/item?id=40594852</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=40594852</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40594852</guid></item><item><title><![CDATA[New comment by mschuetz in "U.S. clears way for antitrust inquiries of Nvidia, Microsoft and OpenAI"]]></title><description><![CDATA[
<p>OpenCL is an alternative to CUDA just like Legos are an alternative to bricks. The problem with OpenCL isn't even the performance, it's everything. If OpenCL were any good, people could use it to build similarly powerful applications on cheaper AMD GPUs.</p>
]]></description><pubDate>Thu, 06 Jun 2024 08:09:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=40594832</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=40594832</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40594832</guid></item><item><title><![CDATA[New comment by mschuetz in "CityGaussian: Real-time high-quality large-scale scene rendering with Gaussians"]]></title><description><![CDATA[
<p>It's currently unparalleled when it comes to realism as in realistic 3D reconstruction from the real world. Photogrammetry only really works for nice surfacic data, whereas gaussian splats work for semi-volumetric data such as fur, vegetation, particles, rough surfaces, and also for glossy/specular surfaces and volumes with strong subdivision surface properties, or generally stuff with materials that are strongly view-dependent.</p>
]]></description><pubDate>Tue, 02 Apr 2024 18:35:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=39909281</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39909281</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39909281</guid></item><item><title><![CDATA[New comment by mschuetz in "Surgeons transplant pig kidney into a patient"]]></title><description><![CDATA[
<p>Immunosuppressants are very commonly used for various diseases that are caused by overreactions or undesired reactions of your immune system. Glucocorticoids, for example, are very widespread for all sorts of stuff (rashes, asthma, allergies, inflammations, ...). Monoclonal antibodies are also getting popular as a way to treat allergic reactions by means such as "killing" your IgE antibodies (They're basically antibodies that, in this instance, are used against your own body's antibodies).</p>
]]></description><pubDate>Thu, 21 Mar 2024 20:53:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=39784261</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39784261</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39784261</guid></item><item><title><![CDATA[New comment by mschuetz in "WebGPU is now available on Android"]]></title><description><![CDATA[
<p>WebGL has been around for more than a decade and didn't turn out to be a security issue, other than occasionally crashing tabs. Neither will WebGPU be.</p>
]]></description><pubDate>Thu, 18 Jan 2024 21:34:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=39048082</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39048082</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39048082</guid></item><item><title><![CDATA[New comment by mschuetz in "WebGPU is now available on Android"]]></title><description><![CDATA[
<p>> No one wants that.<p>I very much do want that since the WebGPU API is far easier and nicer to use than Vulkan or OpenGL. Also, it makes apps much more accessible to distribute them over web, and it is much more secure to use web apps than native apps. Unfortunately WebGPU is way too limited compared to desktop APIs.</p>
]]></description><pubDate>Thu, 18 Jan 2024 21:10:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=39047789</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39047789</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39047789</guid></item><item><title><![CDATA[New comment by mschuetz in "WebGPU is now available on Android"]]></title><description><![CDATA[
<p>Not really, that is not the problem of WebGPU. The worst you can do is crash the tab. With an unstable graphics driver, there might even be the option to crash the system but that's hardly a security issue, only an annoyance.</p>
]]></description><pubDate>Thu, 18 Jan 2024 21:05:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=39047724</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39047724</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39047724</guid></item><item><title><![CDATA[New comment by mschuetz in "WebGPU is now available on Android"]]></title><description><![CDATA[
<p>I'm really looking forward to 2034, when WebGPU features will catch up to 2024.</p>
]]></description><pubDate>Thu, 18 Jan 2024 19:50:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=39046696</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39046696</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39046696</guid></item><item><title><![CDATA[New comment by mschuetz in "Show HN: Shadeup – A language that makes WebGPU easier"]]></title><description><![CDATA[
<p>Apart from the examples given by the other user: 64 bit integers and their atomics which are the bread and butter of efficient software rasterizers such as Nanite, or for point clouds which can be rendered multiple times faster with 64 bit atomics compared to using the "point-list" primitive; subgroup operations; bindless; sparse buffers; printf; timestamps inside shaders; async memcpy and copy without the necessity for an intermediate copy buffer and so much more. One of the worst is that they're adding limitations of all languages, but not the workarounds that may exist in them. Like WebGPU actively prohibits buffer aliasing or mixing atomic and non-atomic access to memory because of Apple's Metal Shading Language, but Metal supports it via workarounds! I mean... seriously? That actually makes WebGPU even worse than the lowest common denominator.<p>One of the turning points for the worse was the introduction of WGSL. Before WGSL, you could do lots of stuff with spirv shaders because they weren't artifically limited. But with WGSL, they went all in on turning WebGPU into a toy-language that only supports whatever last decades mobile phones support. I was really hopeful for WebGPU because UX-wise, it is so much better than anything else. Far better than Vulkan or OpenGL. But feature-wise, WebGPU so limited that I had to go back to desktop OpenGL.<p>In one way WebGPU really has become a true successor to WebGL though - it is a graphics API that is outdated on arrival.</p>
]]></description><pubDate>Thu, 18 Jan 2024 19:33:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=39046478</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39046478</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39046478</guid></item><item><title><![CDATA[New comment by mschuetz in "Show HN: Shadeup – A language that makes WebGPU easier"]]></title><description><![CDATA[
<p>OP is right. WebGPU is targeted towards the lowest common denominator, which is fairly old mobile phones. It therefore doesn't support modern features and is basically an outdated graphics API by design.</p>
]]></description><pubDate>Thu, 18 Jan 2024 08:16:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=39039291</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39039291</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39039291</guid></item><item><title><![CDATA[New comment by mschuetz in "Show HN: Shadeup – A language that makes WebGPU easier"]]></title><description><![CDATA[
<p>I gave up on Vulkan simply because it's too overengineered and cumbersome. WebGPU, on the other hand, is relatively easy to use, even though it is build on many of the same concepts.</p>
]]></description><pubDate>Thu, 18 Jan 2024 08:11:51 +0000</pubDate><link>https://news.ycombinator.com/item?id=39039254</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=39039254</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39039254</guid></item><item><title><![CDATA[New comment by mschuetz in "Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'"]]></title><description><![CDATA[
<p>> Vulkan 1.3 has pointers, thanks to buffer device address[1].<p>> [1] <a href="https://community.arm.com/arm-community-blogs/b/graphics-gam" rel="nofollow noreferrer">https://community.arm.com/arm-community-blogs/b/graphics-gam</a>...<p>"Using a pointer in a shader - In Vulkan GLSL, there is the GL_EXT_buffer_reference extension "<p>That extension is utter garbage. I tried it. It was the last thing I tried before giving up on GLSL/Vulkan and switching to CUDA. It was the nail in the coffin that made me go "okay, if that's the best Vulkan can do, then I need to switch to CUDA". It's incredibly cumbersome, confusing and verbose.<p>What's needed are regular, simple, C-like pointers.</p>
]]></description><pubDate>Fri, 15 Dec 2023 07:14:07 +0000</pubDate><link>https://news.ycombinator.com/item?id=38651809</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=38651809</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38651809</guid></item><item><title><![CDATA[New comment by mschuetz in "Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'"]]></title><description><![CDATA[
<p>AMD/Intel/Khronos are free to compete with something better. NVIDIA isn't preventing them from doing so. And in that regard, CUDA is a massive benefit to consumers, because the alternatives are really bad.</p>
]]></description><pubDate>Thu, 14 Dec 2023 20:26:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=38646774</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=38646774</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38646774</guid></item><item><title><![CDATA[New comment by mschuetz in "Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'"]]></title><description><![CDATA[
<p>CUDA is just way to good in terms of UX with nothing platform-independent coming close to it. I wish there was a competitor, but there simply isn't.<p>I wish AMD&Intel would extend compute shaders with pointers&pointer casting, arbitrary large buffers instead of just 4GB, device-wide sync, and function pointers. Those are kinda my must-have functionality. Even better, just use C++ for compute shaders.</p>
]]></description><pubDate>Thu, 14 Dec 2023 20:23:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=38646756</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=38646756</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38646756</guid></item><item><title><![CDATA[New comment by mschuetz in "Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'"]]></title><description><![CDATA[
<p>A subset that lacks pointers, which makes compute shaders a toy language next to CUDA.</p>
]]></description><pubDate>Thu, 14 Dec 2023 20:16:53 +0000</pubDate><link>https://news.ycombinator.com/item?id=38646674</link><dc:creator>mschuetz</dc:creator><comments>https://news.ycombinator.com/item?id=38646674</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38646674</guid></item></channel></rss>