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Comment by KellyCriterion

17 hours ago

Today, I would not recommend anybody to go into graphics programming:

I started in 2001, when NVidias first Geforce 1 ("the Gigatexl shadercard") was first announced: The field developed since then with so much speed and innovations, it blows my mind of. Compared to what we could do 25years ago, the tech today is just fu*ing impressive.

Though, with this impressiveness comes a big "but": The space is developing at a speed which is really really scary. Nvidia came up with AI-based effects to influence scene & assets on their own - back then, we wouldnt have even thought about that this will be possible some day in realtime.

I do not know if its possible at all to be a "decent pro" in this field now - let me use other words: "Where is todays Jon Carmack?" - he was famous for squeezing everything out of the hardware, using ideas very hidden in the community etc. - today, there is not any competitive moat for people like him (he actually lives on his legacy), and that is because the field is so vast and evolving so fast that there is no chance to become the next one

I really dislike people that got into a thing and then try to discourage others. “Don’t be like me! I wasted my entire life” which is bullshit from a jaded person that lost passion. Telling people to stay away from graphics programming is not how to entice tomorrow’s John Carmack.

So here’s another perspective. If all you have done is web apps and Kubernetes, for example, do get into graphics programming. The feedback cycle is exhilarating, and you get to appreciate how mind boggingly fast your average computer is. You’ll get to optimize things that are ultimately unimportant because you have never learned how quick things are at the low level. There are a ton of resources and the maths is not too bad. You might find that 3D modeling is a creative outlet you didn’t know you needed. Even if completely inapplicable to your day job, you’ll find new ways to appreciate the art of programming computers, and might just decide to never touch Kubernetes again and spend the next 5 years writing your own game engine in your spare time. There are a lot of crazy people like that, and the community of hobbyists that are not ground down by life and game dev as a career is larger than you’d think. The Graphics Programming discord is a welcoming place if you want to check it out.

Go for it!

  • > Don’t be like me! I wasted my entire life

    That's not the argument being made here. The field is changing. I had a good career in graphics, my life wasn't wasted at all. That doesn't mean a college student would have the same experience starting today.

    • Well, of course not, unless you are claiming that a future career in graphics is a bad idea, and there is no way you could say that with any reasonable certainty, I do not get the argument at all.

      The field is always changing. You could find people in the 80s saying ‘I had a good career in graphics, a college student would not have the same experience starting today’

      1 reply →

    • Getting into a field that is changing is the best time to get into that field. The playing field gets equalized and you have more opportunity to be established as a strong expert.

      1 reply →

    • I mean, there's other problems with OPs argument.

      For example, "there's no chance to become the next one" implies it's only worth it to do something if you can become the absolute best person in the field.

      It's a big world. Most of us will not be the very best at what we do. There are millions of fun games that were not written by John Carmack.

      2 replies →

    • Seems like a great field to get into if you can make it to the top 5-10% skillset.

      The rapid advances, in a trend replicating throughout society, push out the middle in favor of the top.

      8 replies →

  • Is it so wrong to be doubtful of whether the field is still lucrative? We live in times of great change, it's only natural to be less assured when recommending a career path to others.

    • Who clicked on this thread looking for career advice??? This discussion is not what I was expecting when I clicked on this thread. What's with the sudden obsession about the field having to be lucrative first? Where's the "hacker spirit" of just wanting to know how stuff works?

      Academia was never a lucrative field. For the sacrifices it requires, it will never be financially viable for me to work there. Am I wasting my time going through the Feynman Lectures nonetheless? Keeping my calculus decent? I clicked on this for the same reasons; not looking for career/financial advice, I just have a morbid curiosity about how the sausage is made.

      Not to mention, of course, that skills are transferable. Philosophy students don't study Plato because his ideas are relevant to everyday life. His way of thinking/reasoning about problems given his limited means is a timeless skill. I will probably never have to use any direct fact in the Feynman Lectures in my dayjob but learning to think like Feynman is useful when reasoning about large obscure systems which I do encounter daily. FL is not so much an exercise in physics but in the application of the scientific method in general. For software engineering, it nicely compliments Skiena's "The Algorithm Design Manual" IMO.

      What I expect to learn from graphics programming:

      - it's a good practice for applied maths/vectors/linalg - it's a good practice to learn lowlevel APIs/programming tricks - maybe I'll make a cool game

      All of which can also find application elsewhere in computing.

  • Yeah, like I imagine they mean that as a career it is competitive and demanding while having few openings so you shouldn’t stake your education and future on it, but I’m with you. This is something I really want to learn well enough to contribute the world.

    Another staple of HN I abhor is “don’t bother learning this cool thing unless an official IQ test says you are over 150.”

    • I live after the motto of "always disregard the naysayers." If someone tells you a thing is a bad idea, you can safely ignore their advice.

      “The reasonable man adapts himself to the world; the unreasonable man persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.”

      — George Bernard Shaw

  • Chill down. It's just someone who has a lot of experience in the field making an analysis of the current landscape of the career, using their own as an example.

    > Telling people to stay away from graphics programming is not how to entice tomorrow’s John Carmack.

    John Carmack was one of the _first_ graphics programmer to ever exist. The next John Carmack can't be in the same field. The same way we can't expect the next Beatles to be playing rock music. :)

  • Isn't it mostly shaders programming nowadays?

    • Modern APIs make synchronization and resource management a lot more complex. Used correctly they result in better performance; used incorrectly...

      That being said, "nowadays" most studios just throw shit at UE5 and get it over with. It's obvious from how terrible many games run that they don't have a rendering engineer on the payroll.

  • That sounds nice, but we need to make money and there aren't alot of opportunities. I'd love to get away from web and infra nonsense but,in The right domain id even do it for a pay cut. Hobby work won't get you a job

  • "These annoying, jaded horse-drawn cart builders, cautioning youngsters from getting into the field in 1908."

    • If that jaded horse-cart builder worked at Studebaker (or Peugot or Durant-Dort which became General Motors) it would be bad advice, bc they turned into a car company. Many cart companies did, bc the people with the knowledge of suspensions, etc developed those skills in cart making

    • Except the point of the jaded person is that building transportation vehicles is a bad industry to get into, because there is a massive switch from cart building to automobile and truck building on the basis that it has become impossible to build a full automobile as a single person.

  • > I really dislike people that got into a thing and then try to discourage others. “Don’t be like me! I wasted my entire life” which is bullshit from a jaded person that lost passion. Telling people to stay away from graphics programming is not how to entice tomorrow’s John Carmack.

    Given that almost everyone who wants to be a "graphics programmer" is also somehow gaming industry adjacent, it is extremely fair to ward them off from the folly. I do the same for anyone wishing to do "VLSI hardware engineering." If you have the skill to do either of those, you almost CERTAINLY have the skill to do something else that is almost as interesting and not saddled by garbage employers.

    The primary problem with being a "graphics programmer" beyond a tyro is that the biggest consumer of graphics programmers is the game industry which is a notoriously shitty and wretched industry. Every ... single ... employer. So, from the point of view of future potential, "graphics programmer" has very little upside over pretty much ANY other type of programmers.

    Second, "learning graphics programming" is like "learning phone programming", you spend more time fighting godawful software infrastructure more than you do actual programming. AI actually kind of helps this, but it doesn't completely remove the fact that 80% of your knowledge has a half-life of 18-24 months.

    Finally, saying "I want to learn graphics programming" is like saying "I want to learn engineering." What "graphics programmer" means is vastly underspecified. 3D game rendering and 3D/2D CAD rendering and 2D vector rendering are completely different skillsets. GPUs are great at the first and kinda okay at the second and kinda lousy at the third. Which kind of "graphics programmer" are you even going to be?

    • > 3D game rendering and 3D/2D CAD rendering and 2D vector rendering are completely different skillsets.

      Actually, no. Autodesk acquired Alias, and got the Maya animation system, in 2005. Soon after, the CAD tools had cinematic quality output. The architectural people loved this - good looking, accurate architectural renders came out. They especially liked that lighting worked, and you could use the CAD system to place real-world light fixtures.

    • > Second, "learning graphics programming" is like "learning phone programming", you spend more time fighting godawful software infrastructure more than you do actual programming. AI actually kind of helps this, but it doesn't completely remove the fact that 80% of your knowledge has a half-life of 18-24 months.

      What kind of knowledge are you talking about here? learnopengl.com is still relevant today for its technical knowledge of fundamental graphics techniques, in spite of OpenGL itself slowly dying. The knowledge itself is overwhelmingly transferable to whatever modern graphics API you’re using.

      With mobile development, I can see that you’re mostly learning surface level tools and APIs, which get changed frequently as a new iOS version comes out. But with graphics it’s actually the opposite — most large features come with new hardware, and because most of your customers are generally using older hardware, you can’t even use those new features until the majority of users have upgraded and support it (usually with a new console generation).

      Regardless of what you think of the games industry, graphics programmers are highly in demand and paid relatively very well. It’s hard and there’s a lot of surface area to cover to really be excellent, but the knowledge is relevant, longstanding, and rewarding IMO.

    • > Which kind of "graphics programmer" are you even going to be?

      If one follows OP's advice, none at all.

      > it is extremely fair to ward them off from the folly

      I completely disagree with this. It is a damaging and unproductive attitude to teach beginners and young people. Who are you to say their future career prospect is a folly? The only thing that defines the talents of tomorrow is that they have ignored such advice and then pushed forward the state of the art in ways you couldn't even imagine. This is how progress works.

      5 replies →

Computer graphics is intrinsically interesting and rewarding. It sits at the intersection of several important fields, from computer science to mathematics to theoretical physics to low-level programming.

Maybe steering away from it is good advice for someone who's looking for a career transition but doesn't care about what they're actually doing. But that's not a good way to go through life; my advice to such a person would be to follow what they find interesting and valuable, and constantly challenge themselves to learn new things. Then deciding whether or not to learn computer graphics is relatively straightforward and it will be a net positive for the right kind of person. Even if they don't make it a career, the skills transfer well to many other areas.

Graphics programming has this one very, very useful aspect, exponentially more valuable today: the matrix algebra pipelines, and then the requirement to 'think in matrix transforms' is a wonderful and visually engaging way to get your foundation for machine learning math.

  • I don't really see this with modern graphics programming, but I was highly amused that my 1980s-1990s graphics skills (in particular, coordinate transform math) were very useful when I started working in robotics in the 2010s-2020s (because forward and inverse kinematics are exactly the same thing as 2d/3d projections.)

    The trick there is that they both have related physical analogs, and machine learning math doesn't really (in that while you can visualize them spatially, it doesn't seem to help solve any problems in that space.)

  • This is like saying being a cashier prepares you for a job in high-finance because both involve arithmetic on dollars and cents.

    I've been in ML for ~5 years in multiple FAANGs and I have never seen a rotation matrix.

    • A rotation matrix is but one of dozens and dozens of different types of basic transforms. It gets really fun with jacobian 12x12 matrix operations, and free form deformations. Which maps to ML far better than most imagine.

    • ... and I have been both situations for longer and have seen tons and tons of them (*)... So?

      Not so hypotheticals -- Heck the inputs that you want labelled could be rotation matrices. The desired output could be a rotation matrix. Generating more convenient features could be via a rotation matrix. Dimensionality reduction could be through a reduction matrix. Sparsity could be encouraged by proper use of rotation matrices. Shows up if you want to build in group theoretic invariance in your predictive model.

      (*) If you consider Householders then even more

    • I mainly learned linear algebra via hands-on 3D graphics, and have a hard time thinking about a matrix as anything other than 4x4 and representing a linear transform...

      How much do you even think about explicit matrix math when doing high-level ML?

      2 replies →

    • TBF, I bet any graphics programmer would be a boon for a ML shop for their GPU/performance optimization knowledge alone.

    • 5y multiple fang? Dont you know it is MANGOs now and has been for a while. Are you sure it is FAANGs?

How about people like Inigo Quilez? I'd say they're still quite high profile in today's landscape. And the main thing is I think there's just way more people in the field overall today too, not everyone can be famous! It's totally fine to not be as high profile as literally one of the most well known people in a field, it's fine to just do it because you enjoy it! The math and art of graphics (and games in general) programming is beautiful in and of itself.

> "Where is todays Jon Carmack?"

Where are today's games with sufficient insight on their technical aspects, to the level we got with Commander Keen, Wolfenstein and Doom?

Dwarf Fortress solved some outstanding lag issues involving tracking owned objects. But if you ask a random person HOW, we don't actually have a serious clue.

Think of well known instances of big developers having their code exposed and we have... I dunno, Valve's TF2 leak and their incredibly rare Dota 2 between the lanes posts?

There is no John Carmack now. You're saying its because there's no large space to improve on like how early people had to. I say it's not because the struggles and unique problems disappeared, but because there isn't a benefit to that type of transparency anymore.

Right. Most of the clever stuff that Carmack is famous for moved from software into hardware.

By argument about not getting into graphics programming is different -- are 3D engines, with their vertices and textures, going to even exist a few years from now? Or will everything be rendered directly by an AI world model? How much code will a game contain, or will it simply exist in a series of cleverly-worded prompts?

Couldn't disagree more. I've only recently started digging into graphics programming and I've found it incredibly rewarding. It's the _one_ area of expertise that I don't yet have that has been preventing me from solo-developing a 3D game engine.

It takes five minutes of trawling through the videos on the GDC Vault to see all of the clever and interesting ways modern graphics engineers are eking every bit of performance out of modern hardware. Is it as clever or innovative as Carmack's fast inverse square root? I don't know. I'm not sure how to compare those things. But there is still plenty of room for that flavor of work for those that are interested.

JC was a bit of an anomaly but also his image is mostly coming from players and journalists. Developers struggled to use the later id software engines (partly why UE won that war).

You don’t need to be JC to earn a decent living as a graphics/game programmer.

> "Where is todays Jon Carmack?" - he was famous for squeezing everything out of the hardware,

Spinning that another way, there's Bill Gates (not sure of the authenticity though) saying something along the lines of why would he pay to spend that kind of time when CPUs/RAM/HDDs are getting faster/cheaper; users can just upgrade. If we determine which method is more successful based on their worth...

  • > users can just upgrade

    That used to work, but not anymore. Not because of hardware prices, but because of small gains that upgrading gets us nowadays.

You can still read a bunch of papers and be first to market using exotic tech. The main issue right now is that games are so incredibly high budget and the bar is so high that you really need to stand out in many ways.

We see folks posting photo real, Gaussian splat FPS maps here every now and then but without also innovating on gameplay its just a tech demo. Those don't cut it these days.

I think the people that go into this field today (and for a while now) probably do it for the love of it, not the pay or widespread fame of doing something extraordinary in the field. Not that you can't have it all, but not being some legend I, well, I think that's a strange reason for someone already interested in game dev not to step into the field?

What if I just want to program some rendering engine for a game that looks like DOOM 3 and its predecessors? I think that’s still quite doable?

  • Old 3D engine guy here. I highly encourage folks to make a 3D engine for fun and learning. Shipping a game with it would be a cherry on top. Come join us in r/graphicsprograming, r/gameenginedevs and the graphics programming discord.

    • Thanks. I have 3 days of vacation ahead so will use the time to sort out the math first. Code shouldn’t be too hard for a very simple 3d demo.

      I tried my hand on hand a while ago and found out I couldn’t make out how many pixels to draw, say, a line in the 3d world. It involves a transformation to the world and another transformation to the camera, so I couldn’t make it out without any study.

      This is probably very trivial so hopefully 3 days is good enough.

      2 replies →

    • Seems like a lot of people work for a long time perfecting their special flavor of ice cream and never quite get to the cherry on top.

      A lot to be learned from building a 3D engine, no doubt, but anecdotally the chances that it will lead a working game that anyone wants to play seem low. That's not a bad thing, unless they tell themselves they are going to ship a game any day now, just as soon as they do X, then Y, then Z, ...

Any insights? If not traditional Computer Graphics due to change, where might be the good to spend your attention within the field. Or is OP saying to stay away?

Huh? Just because you're not going to become the next graphics programming legend you think it's not worth getting into graphics programming at all?

  • It's also a great way to not become the next "graphics programming legend" --I think a fast-moving field with lots of new developments is actually an exciting place to be a pro.

Very interesting insights, thanks for this.

Indeed "be a graphics programmer" nowadays sounds like "be an assembly programmer".

A kind of time waster for a nerd with too much time in their hands.

Ridiculous justification.

"Where is todays Jon Carmack?"

Where is the "John Carmack" of ML? Where is the John Carmack of physics? This hero worship crap needs to be left in the past. There isn't a singular active researcher you can point to and say "this person has made the field what it is today". There are very influential papers, but they all have multiple contributors. Is that really a valid reason to not engage in a particular area of research or engineering?

And who cares anyway? No matter what you choose to do with your time, chances are that you will not have that much of an impact on your chosen discipline. You should choose how to spend your time based on whether an activity genuinely interests you, not on whether you think it would be easy to get recognition.

  • Physics is a weird one to bring up, because even compared to other fields, it's one where breakthroughs are frequently the result of relatively singular genius. Newton, Faraday, Planck, Einstein, their discoveries were generally not incremental progress along existing lines of inquiry like most physics research is, they made pretty radical changes to our understanding of the world writ large.

    In comparison, Carmack is grossly overhyped. He's like the Feynman of CS: A significant contributor to relatively young field, and a pretty influential communicator, but their contributions were moreso being the first to make a certain type of incremental progress than a paradigm shift.

    • No, that is exactly the reason I am bringing up physics. There used to be a time when a singular person could make an outsized impact. In the recent past though, this has not been the case: significant breakthroughs are usually the result of coordinated effort of many individuals. Is that really a valid reason to not do physics?

  • now, if you said "don't get into it because your primary employment prospects would be games or film industry, which are known to be less than stellar towards their workers" - that would be a different story.