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Query Failed
Humus
Saturday, February 18, 2006
It's faster, but it's not equivalent. My shader is a lot more conservative in culling. The first (shadow.x > 0.4) test culls a lot that shouldn't be culled. In the default view it works fine, but if you move around to a semi-shadowed area, you'll see that it left a lot of aliasing.
tEd
Saturday, February 18, 2006
it's about 16% faster for me
overlord
Friday, February 17, 2006
About dynamic branching.
i did some tinkering with the shader as got it to preform better with dynamic branching, even on a gf6800.
If you want to test it get the new shader here (Backup the old one).
http://www.flashbang.se/lighting.shd
It works by first testing against the shadow and then the specular instead of baking it together.
tEd
Thursday, February 16, 2006
with x1x00 you get a nice boost with dynamic branching. gf6,7 are by far not so good , doing dynamic branching
DL
Wednesday, February 15, 2006
Its 2x slower on m GF6800 Ultra with dynamic branching enabled.
So what is the point of branching if it is actually slower? Are other graphics cards better at it?
overlord
Wednesday, February 15, 2006
no, i mean the floors to.
11 SSS, no aa = 21fps
no SSS, 8xs aa = 29 fps <- about the same result as above
3 SSS, 8xs aa = 23 fps <- best quality by far, more samples does not do anything.
If you run it at the only resolution worth testing at, 2048x1536.
But other resolutions do show the same pattern.
Allthough any AA lower than 8xs does produce artifacts along the edges of the polygons.
And this is something i have never seen anywhere ealse.
Humus
Tuesday, February 14, 2006
overlord, are you looking at the right place? This supersampling method won't do anything about the polygon edges, if that's where you're looking, but only the specular aliasing on the floor.
tEd
Tuesday, February 14, 2006
i don't understand how 2x SS samples can look better than 11 samples. I would say something is fishy and not working right.
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