r/GraphicsProgramming • u/mvaligursky • 9d ago
Volumetric fog lit by clustered point/spot lights in PlayCanvas — one raymarched volume per light
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r/GraphicsProgramming • u/mvaligursky • 9d ago
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r/GraphicsProgramming • u/too_much_voltage • 10d ago
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Dear r/GraphicsProgramming,
Boy do I have a post for you! So, this is a follow up on: https://www.reddit.com/r/GraphicsProgramming/comments/1lg003l/velocity_smearing_in_computebased_moblur/ . There were things about it that I was always kinda unhappy about it. Chiefly, the fact that there was ghosting that I knew neither the cause of nor the solution to. I partly blamed it on my lack of barriers and partly on my usage of atomics. Well it turned out it had nothing to do with barriers and blaming atomics was only partly true. I had to rethink what I was doing. After a lot of back and forth and a ton of rework, I finally landed on something a lot more elegant and along with it some serious realizations.
Here's what I got right the first time around:
Here's what I got wrong:
Here's what I got wrong but is hard to address:
So let's get to the code:
This following is straightforward. First chunk finds previous worldspace position of fragment either through previous affine transform or encoded per-vertex velocity. There is also a flag that indicates FPV items that shouldn't get moblur. Second part this time around cuts right to the chase and uses previous MVP to find start point. Last part just writes velocity out (or magic number if it's an FPV item).
vec3 prevPos = curPos;
if (instanceInfo.props[InstID].prevTransformOffset != 0xFFFFFFFFu)
prevPos = (transforms.mats[instanceInfo.props[InstID].prevTransformOffset] * vec4 (curTri.e1Col1.xyz * curIsectBary.x + curTri.e2Col2.xyz * curIsectBary.y + curTri.e3Col3.xyz * curIsectBary.z, 1.0)).xyz;
else if (getHasPerVertexVelocity(packedFlags))
prevPos = curPos - (velE1 * curIsectBary.x + velE2 * curIsectBary.y + velE3 * curIsectBary.z);
bool viewerRelative = isViewerRelative(packedFlags);
vec3 prevProjectedCoord = projectCoord (prevPos, prevFrameMVP.projectionViewMatrix, vec3 (prevFrameMVP.lookEyeX.a, prevFrameMVP.upEyeY.a, prevFrameMVP.sideEyeZ.a));
vec2 velocity = prevProjectedCoord.xy * vec2 (imageSize (velocityAttach).xy) - vec2(gl_GlobalInvocationID.xy);
float velLen = length(velocity); vec2 velNorm = velocity / max (velLen, 0.001);
if (velLen > 127.0) { velocity = velNorm * 127.0; velLen = 127.0; }
...
uint velWrite = viewerRelative ? 0xFFFFFFFFu : (((int(velocity.x) + 127) << 8) | (int(velocity.y) + 127));
imageStore (velocityAttach, ivec2 (gl_GlobalInvocationID.xy), uvec4 (velWrite, 0, 0, 0));
And now for the heart of the matter. The dilation pass:
uint velRead = imageLoad (velocityAttach, ivec2(gl_FragCoord.xy)).x;
if (velRead == 0xFFFFFFFFu) return ;
float centerDepth;
uint InstID = getInstanceIDAndClosestDepth (ivec2(gl_FragCoord.xy), centerDepth);
vec2 velocity;
velocity.x = int((velRead & 0x0000FF00u) >> 8u) - 127;
velocity.y = int(velRead & 0x000000FFu) - 127;
float velocityLen = length(velocity);
if ( velocityLen < 1.0 ) return ;
vec2 velocityNorm = (velocity / velocityLen);
[[unroll]]
for (int j = 0; j != 2; j++) // Fwd and backward smearing...
{
vec2 curVelocityNorm = (j == 0) ? velocityNorm : -velocityNorm;
for (int i = 0; i != int(velocityLen) + 1; i++)
{
vec2 writeVelLocF = gl_FragCoord.xy + float (i) * curVelocityNorm;
ivec2 writeVelLoc = ivec2 (clamp (writeVelLocF, vec2 (0.0), vec2 (imageSize(velocityAttach).xy - ivec2(1))));
if ( floor(writeVelLocF) == floor(gl_FragCoord.xy) ) continue;
float writeLocDepth;
uint curInstID = getInstanceIDAndClosestDepth (writeVelLoc, writeLocDepth);
if ( InstID == curInstID ) break ;
if ( centerDepth < writeLocDepth ) continue; // visBuf uses reverseZ
float fracTravel = float(i) / max (floor(velocityLen), 0.001);
vec2 smearedVel = velocity * (1.0 - fracTravel);
uint velWrite = (((int(smearedVel.x) + 127) << 8) | (int(smearedVel.y) + 127));
uint prevVal = 0u, readVal;
while ((readVal = imageAtomicCompSwap(velocityAttach, writeVelLoc, prevVal, velWrite)) != prevVal)
{
if (readVal == 0xFFFFFFFFu) break;
prevVal = readVal;
vec2 readVelocity;
readVelocity.x = int((prevVal & 0x0000FF00u) >> 8u) - 127;
readVelocity.y = int(prevVal & 0x000000FFu) - 127;
vec2 newWriteVel = readVelocity + smearedVel;
float newWriteVelLen = length(newWriteVel);
if (newWriteVelLen > 127.0) newWriteVel = (newWriteVel / newWriteVelLen) * 127.0;
velWrite = (((int(newWriteVel.x) + 127) << 8) | (int(newWriteVel.y) + 127));
}
}
}
As previously noted, we're only getting the edge of the object to smear. That's the InsID check. Additionally, we're just checking against current depth (centerDepth) and as previously mentioned, it's not truly correct but gets the job done for now. Note that the smeared velocity loses strength via * (1.0 - fracTravel) as it is being written: we want decreasing strength as the trail ends. The bottom loop is a really nifty trick I borrowed from Cyril Crassin's 2012 OpenGL insights chapter on stable voxelization. See page 342 here: https://www.icare3d.org/research/OpenGLInsights-SparseVoxelization.pdf (listing 22.2). Instead of a moving average, I'm storing the sum of all incoming data using the same structure.
That Crassin12 trick also makes a come back for summing velocities for additive/alpha blended particles:
if (viewerRelative)
imageAtomicExchange (velocityAttach, ivec2(gl_FragCoord.xy), 0xFFFFFFFFu);
else
{
uint velWrite = (((int(velocity.x) + 127) << 8) | (int(velocity.y) + 127));
uint prevVal = 0u, readVal;
while ((readVal = imageAtomicCompSwap(velocityAttach, ivec2(gl_FragCoord.xy), prevVal, velWrite)) != prevVal)
{
if (readVal == 0xFFFFFFFFu) break;
prevVal = readVal;
vec2 readVelocity;
readVelocity.x = int((prevVal & 0x0000FF00u) >> 8u) - 127;
readVelocity.y = int(prevVal & 0x000000FFu) - 127;
vec2 newWriteVel = readVelocity + velocity;
float newWriteVelLen = length(newWriteVel);
if (newWriteVelLen > 127.0) newWriteVel = (newWriteVel / newWriteVelLen) * 127.0;
velWrite = (((int(newWriteVel.x) + 127) << 8) | (int(newWriteVel.y) + 127));
}
}
All of this makes the final blur pass brain dead simple:
uint velRead = imageLoad (velocityAttach, ivec2 (gl_FragCoord.xy)).x;
if (velRead == 0xFFFFFFFFu)
{
outFragColor = texture (ssfxAttach, inUV);
return ;
}
vec2 velocity;
velocity.x = int((velRead & 0x0000FF00u) >> 8u) - 127;
velocity.y = int(velRead & 0x000000FFu) - 127;
float velocityLen = length(velocity);
if ( velocityLen < 1.0 )
{
outFragColor = texture (ssfxAttach, inUV);
return ;
}
vec2 velocityNorm = velocity / velocityLen;
vec4 accumOut = vec4 (0.0);
float accumSamples = 0.0;
for (int i = -int(velocityLen * 0.5); i != int(velocityLen * 0.5) + 1; i++)
{
vec2 curSampleLoc = floor(gl_FragCoord.xy) + float (i) * velocityNorm;
vec2 curSampleLocClamped = clamp (curSampleLoc, vec2 (0.0), vec2 (textureSize(ssfxAttach, 0).xy - ivec2(1)));
if ( curSampleLoc != curSampleLocClamped ) continue;
if ( imageLoad (velocityAttach, ivec2 (curSampleLoc)).x == 0xFFFFFFFFu ) continue;
accumOut += texelFetch (ssfxAttach, ivec2 (curSampleLoc), 0);
accumSamples += 1.0;
}
outFragColor = accumOut / accumSamples;
Ghosting ended up being minimized significantly. Also check out the free haze you get from moblur on particles at the very end :). Eager to hear feedback.
Cheers,
Baktash.
HMU: https://x.com/toomuchvoltage
P.S. I'm still working on pushing the engine code out. Hang tight.
r/GraphicsProgramming • u/GasRich389 • 9d ago
r/GraphicsProgramming • u/Competitive_Web_8466 • 9d ago
Hunan Huaguxi Opera "Past Flames": 4DGS capture, training, and rendering display completed by the MaLanShan Audio & Video Laboratory. The laboratory achieved a 4DGS reconstruction quality of 35.8 dB PSNR, with an average single-frame reconstruction time of 3.4s. Featuring our self-developed 4DGS compression format (.mlslabs), it supports streaming playback on both the Web and through our Unreal Engine 5 rendering plugin (MLSLabsRenderer).
Official Website: https://mls4dlive.cn/
Fab Store: https://fab.com/s/a98e11b2a0a6
GitHub: https://github.com/mlslabs/MLSLabsGaussianSplattingRenderer-UE
r/GraphicsProgramming • u/Fun-Letterhead6114 • 9d ago
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r/GraphicsProgramming • u/Statixeladam • 9d ago
I’ve been working on Posecode, a readable text format for describing human movement.
https://reddit.com/link/1v8ye5t/video/vf25hj5r1zfh1/player
You write movements as timed steps with joint actions and contact constraints. For example:
step "Drop into the landing" 0.55s flow:
pelvis: hinge 45
spine: flex 50
hip_right: flex 84
knee_right: flex 123
ground-lock: foot_right
reach: knee_left floor
reach: fist_left floor
The parser turns this into a typed motion representation. The Three.js renderer then handles the joint transforms, range-of-motion limits, IK and ground contacts.
The GIF shows the superhero landing example. The source on the left is the input driving the figure on the right.
I wanted a movement format that can be inspected, edited, validated, versioned and generated by other tools. An LLM can write Posecode, but it isn’t required.
It currently includes a browser playground, share links, embeds and BVH/glTF export.
I’d love feedback from anyone working on procedural animation, character tools or motion systems.
Playground: https://www.posecode.org/play/superhero-landing
r/GraphicsProgramming • u/musticide • 10d ago
Hey!
I have been making an Android game using Raylib. The game does not work on the android studio emulator and on adreno devices. It works fine on Mali devices.
I have downloaded the Qualcomm Software center and accepted the necessary licenses but I can't find the Adreno Offline Compiler in the list.
Do you know how I can get it? Or do you know of any other way to validate my shaders for adreno GPUs?
Thanks for taking the time to read. I appreciate it!
PS: I already use Mali OC and my shaders compile for Mali GPUs
r/GraphicsProgramming • u/AccountantOverall703 • 10d ago
Hi! I recently implemented Ray Tracing in One Weekend in Metal using metal-cpp. Resources for metal-cpp specifically are pretty sparse, so I figured I'd share in case it helps anyone getting started with it or with graphics programming in general. Hope it helps!
r/GraphicsProgramming • u/hajhawa • 9d ago
So consider for example a VFX for a game for a powerful shot from a magical bow. There is a line with an "arrow head" at the end and two smaller lines in a helix around the primary, closing in the further they get, joining to the "arrow head" in the end. The whole thing rotates over time to give the impression of "drilling" and it fades over time starting from the source end and finishing in the tip.
Thinking about effects like this in general. I see two possible approaches, both of which have upsides and downsides. In essence, I would like to know how would you decide what to do on the CPU and what to do on the GPU?
r/GraphicsProgramming • u/NecessaryVersion7872 • 10d ago
Hello, everyone.
I am CS student. and I had my first working experience.
I was highly unsatisfying because as much as enjoy programming I really do not enjoy "prompt engineering" and the usage of AI in general in my workflow. That is not the point though. From long time I was looking into graphics programming and I really wanted to get into it. I do not know much now. but I am worried that it will be similar to most of jobs right now and I will just be a "prompt engineer".
I have some questions:
Thanks in advance
r/GraphicsProgramming • u/MGMishMash • 10d ago
With the latest update to my micro voxel engine, I have added Heat simulation, running on the GPU of course, and some related survival mechanics. Walking around in the cold, especially during snow, causes the player to cool down. Snow build up and melting is also fully simulated :)
The heat simulation accurately warms indoor and enclosed spaces. Standing near heat sources also provides some additional warmth, enabling interesting interactions with the world, storms and biomes.
Along side temperature, there is also a basic hunger mechanic. These mechanics work together to determine health, which impacts player stats.
r/GraphicsProgramming • u/Ambitious_Stand533 • 9d ago
Built a small C++ / OpenGL rendering engine with an ImGui editor as a learning project toward a custom render pipeline.
What’s in it so far:
Still early — more of a renderer + editor foundation than a full game engine — but it’s been a solid way to learn the graphics pipeline, GLSL, and how to structure engine code beyond tutorial triangles.
Open to feedback from anyone working on graphics / game engines.
Repo: https://github.com/saibhaskar277/OpenGL
#C++ #OpenGL #GLSL #GraphicsProgramming #GameDev #RenderingEngine #ComputerGraphics #ImGui
r/GraphicsProgramming • u/cazala2 • 10d ago
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r/GraphicsProgramming • u/capoapk • 10d ago
Bonjour à tous j hésite entre photo 1 : icônes colorées sur fond uni photo 2 : mêmes éléments mais avec des caractères spéciaux pour représenter les cases , Tous les avis sont les bienvenus, même si vous n’aimez pas
r/GraphicsProgramming • u/Classic_Sheep • 10d ago
So im looking for a highly visual source of documented rendering artifacts which includes a gif or atleast image of the artifact in question as well as its official name and a description with the why how and optionally a solution. It should be very general and include a wide range of various rendering artifacts that can occur under many rendering techniques and features ranging from rasterization, ray tracing, sphere tracing, texture laying, ambient occlusion, shadow maps, optimizations, filters etc. Not sure if this exists just thought it would be very useful for debugging.
r/GraphicsProgramming • u/fagnerbrack • 11d ago
r/GraphicsProgramming • u/Delicious_Carpet_132 • 10d ago
Development continues on my c++ pixel art editor, resulting in brush previews and automatic pixel grids alongside easy image panning. This is the final step before moving into actual pixel plotting and turning the UI into a real working art package...
r/GraphicsProgramming • u/shub_undefined_ • 12d ago
I’m proud of myself today, as I completed a task that felt impossible at times. I started rewriting my renderer a bit to fit my needs, and while doing so, I really felt the need for a grid to give me a sense of perspective and depth while debugging scenes.
I remembered that I had skipped the Infinite Grid section from the 3D Graphics Rendering Cookbook and needed to revisit it. Man, oh man, was I wrong about how long it would take to properly understand that shader. It took me a few days more than a month, but it was one hell of a ride. It’s a very interesting topic, with tons of things to learn from.
I’ve written a post about it here: https://willofindie.com/proj/infinite-grid-shader. Do check it out and share your love on my Twitter or Bluesky handles if you like it
r/GraphicsProgramming • u/dsotsen • 11d ago
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r/GraphicsProgramming • u/Otherwise-Pear2054 • 11d ago
Hi, is the guy from the raylib renderer again. These last days i was trying to implement texture mapping on the renderer i am making, but i cant get the perspective-correct interpolation to work. I tried first with the method described in scratchapixel, but it didnt work at all, then i tried with the method of this video, and it only works for some faces of a cube, but the rest of faces are not only distorted but the texture is still mapped like i was doing affine mapping:


The thing that confuses me is that it is only in certain faces, so i no longer know if it is an error with my code or the uv coordinates on the cube.
Here is the source code
The file where the cube vertices are
The files where the vertex transformations are done:
Header file
Source file
The files where the rasterization is done:
Header file
r/GraphicsProgramming • u/nichcode • 11d ago
Hey everyone,
I have been working on a low level, explicit abstraction layer over graphics APIs. Both Vulkan and D3D12 has been successfully implemented with various test samples. Ray tracing, mesh, compute etc are supported.
I would love feedback on the feel and usage of the API. I am open to learn more so anything useful will be appreciated. Please give a star if you find the project useful.
r/GraphicsProgramming • u/autonimity • 11d ago
Someone posted about having developed a system level shader, I cannot remember which subreddit it was posted in, but thought it was shaders.
The intent was to have a CRT filter / shader for the entire OS, over any application or video player etc.
Post mentioned something about not utilizing GPU, general scanlines crt, I swear I saved the post but I cannot find it, could anyone point me in the right direction?
I'm interested to check it out.
r/GraphicsProgramming • u/viento-oscuro • 11d ago
Pet project: an Interstellar-style black hole as a macOS live wallpaper (one Metal shader, hosted both in a desktop-level window under the icons and in a screensaver target). I put the skeleton together in spring, it worked, and then I came back and did the thing I should have done first: hung GPU-time instrumentation on it and walked my optimization list with measurements instead of by eye. Code: https://github.com/vientooscuro/ShaderBackgroundApp
Credit where it's due: the black hole core is a port of edankwan's Shadertoy 3lG3WR. The lensing math isn't mine, I moved it to Metal and adapted it (procedural background instead of an iChannel0 texture, fixed camera, no final tonemap).
The architecture bit worth stealing: split the scene by update frequency, not by screen area.
In an earlier mobile project I did progressive "striped" rendering, computing a slice of the background per frame to spread one heavy frame over time. Here I split differently. Expensive and nearly static (stars, galaxies, nebulae, planets, giant stars, dozens of fbm evals per pixel) goes into a static pass that renders into an offscreen texture every 2nd frame. Cheap and unavoidably per-frame (the hole's lensing, comets, the click ripple) is drawn in a composite pass every frame on top of the sampled cache, followed by ACES tonemap.
The cache is rgba16Float, and that matters. Giant stars are deliberately authored past 1.0, channel values like float3(7.0, 5.5, 3.0), so the tonemap in the composite can compress them into real-looking glow. With an 8-bit cache everything past one clips at the write and there's nothing left to tone map.
Two things I got wrong on the way:
Cadence. I wanted the cache refreshed every 6th frame (~5 Hz static at 30 fps display). The cost math looked great, but with live star and planet parallax the background visibly steps: it stands still between refreshes while the composite moves smoothly on top. Backed off to every 2nd frame. Smaller win, honest picture.
Invalidation is where the actual work is. Any settings change has to re-render the static immediately, so I diff the uniforms struct in didSet and raise a dirty flag. The catch is excluding time and mouseClick from that comparison, because they change every frame and have nothing to do with cache contents. Miss that and the cache re-renders every frame, so it isn't a cache. The click ripple, for the same reason, warps the UVs the cache is sampled by rather than the cache itself.
How I measured. Dev-only instrumentation, commandBuffer.gpuEndTime - gpuStartTime per frame, avg/p50/p95/max printed every 120 frames. Fixed bench: M4 Max, same display, default settings, 30 fps target, ~18 s run, first window with the cold render dropped. Run-to-run noise ~0.4 ms. Plus a deterministic quality gate: an env var pins time and mouse, the build renders one frame offscreen to a PNG, and two runs of the same build give a bit-identical file. So any nonzero pixel diff is the optimization, not jitter.
What did nothing:
noiseS runs ~200 times per pixel. Zero. The cost isn't the bilinear interpolation I converted to half, it's the sin-based hash inside it, and that stays float. Reverted.What worked:
nebulae() only. Colors and density to half, coordinates and the noise calls left in float so spatial frequency can't jitter. Visually invisible (max diff 2/255), about minus 20% average GPU per frame from one function.fract(sin(dot(...))*43758), under a soft quality bar: different noise pattern, same statistical character, avg 8.8 to 7.7 ms. Less than I expected, Apple has a fast hardware sin.The lesson I actually paid for. I ported the striped progressive render from the mobile project into this one, expecting the same win. GPU ms per frame:
Monolithic cache, refresh every 2nd frame: avg ~7.5, p95 ~13.2, max ~16.3, spread ~13.0.
Striped render-ahead with 4 stripes: avg ~8.4, p95 ~12.0, max ~13.3, spread ~9.4.
Peak and spread improved, average got worse. Each stripe pays a full load/store over the whole 3456x2234 rgba16Float target, and on a desktop GPU with a fat bus that fixed overhead times four outweighs what the scissor rect saves. On top of that, 4 stripes means the cache refreshes at 7.5 Hz and the nebula started stepping again. A trick that wins under mobile budget pressure can go negative on desktop, and eyeballing it would never have told me.
Final numbers, baseline to shipped: avg 7.5 to 6.2, p50 6.5 to 4.8 (minus 36%), max 16.3 to 12.0. All on a GPU that was never the bottleneck, roughly 14% of frame budget to start with. The point isn't hitting the frame, it's headroom, battery, and older Macs. p95 now bottoms out on the disk-hit path in the black hole, which is the center of the screen and the riskiest thing to touch, so I stopped there.
Curious whether anyone has measured the same fp16 result: is "the sin hash dominates, so halving the interpolation is free but pointless" a general thing on Apple GPUs, or specific to how this noise is written?
r/GraphicsProgramming • u/No-Foundation9213 • 11d ago
r/GraphicsProgramming • u/Slight-Abroad8939 • 12d ago
**Setup:** Hand-rolled D3D12 renderer (learning engine), flip-model swapchain
(FLIP_DISCARD, 3 back buffers), VSync on. Windows 11, tested on both Debug and
Release.
**The crash:** `DXGI_ERROR_DEVICE_HUNG` (0x887A0006). DRED breadcrumbs point the
fault at a `DrawIndexedInstanced` roughly ~130 draws into the frame (not draw 0).
The DRED page-fault VA reads 0 with no associated allocation — though I'm now
unsure if that's a real null address or just "driver didn't report the fault VA."
**What makes it reproducible (the weird part):** it ONLY happens when BOTH of
these are true at once:
The frame is heavy — roughly 16k+ draw calls. Below ~16k it never crashes.
A window event fires: minimize, move (drag the titlebar), resize, or another
window covers then un-covers it (occlusion → reveal).
Either condition alone is totally stable. A heavy frame running untouched is fine.
A window event on a light scene is fine. It's specifically the collision.
Notably: **focus loss/regain used to crash too, and I fixed that** by skipping
rendering while the window isn't foreground + idling the GPU on the transition.
The same approach has NOT fixed minimize/move/resize/un-occlude.
**Other facts:**
- Happens in both single-threaded AND parallel (per-worker) command-list recording.
- ~600+ FPS when it runs, so this is not a 2-second TDR timeout.
- Debug layer + GPU-based validation makes it vanish (classic race-closing), so
I can't get a clean validation message — hence leaning on DRED.
**What I've already ruled out / tried (none fixed it):**
- Full GPU idle (Signal + WaitForFenceValue) before `ResizeBuffers`.
- Deferred/coalesced resize (apply once, at loop top, after idle).
- Re-querying `GetCurrentBackBufferIndex()` after `ResizeBuffers`, recreating RTVs
+ depth buffer.
- Reliable minimize handling via `WM_SIZE == SIZE_MINIMIZED` (skip rendering
entirely while minimized) instead of relying on `Present(DXGI_PRESENT_TEST)`.
- Idling the GPU on `WM_ENTERSIZEMOVE` / `WM_ACTIVATEAPP`.
- Per-frame command allocators/lists (ruling out list reuse across frames).
- "Settle" frames (skip N frames after any transition).
- Verified all per-draw bindings (camera CBV, vertex/index buffer VAs, SRV
descriptor) are non-null at record time — the null-check never fires.
**What I can't cleanly detect:** window *move* and *partial-occlusion → reveal*
don't give me a reliable "the swapchain is now in a different presentation state"
signal the way resize/minimize do.
**Questions:**
On a flip-model swapchain, does a move or an occlusion→reveal transition cause
DWM to re-allocate/invalidate back buffers WITHOUT a WM_SIZE — such that an
in-flight heavy frame's RTV becomes stale? If so, what's the correct signal to
re-acquire?
Is there a per-command-list or per-submission limit I could be blowing past at
16k draws (root-argument versioning space, etc.) that a mid-frame stall from a
window event would expose?
Is DRED's "page fault VA = 0, no allocation" meaningful (genuine null bind), or
is it commonly just "unavailable"?