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Query Failed
overlord
Tuesday, February 14, 2006
tEd: it's more effective because it runs at about 2 times the speed and produce a better result.
(based on 0 samples with full FSAA compared with 11 samples without FSAA)
Dynamic branching allways results in a framerate of about 1/3 of the one without.
Humus
Tuesday, February 7, 2006
sqrt[-1], late yesterday I noticed I have a bug in the framework that doesn't reenable anisotropic when the device is reset, so that causes it to become a bit blurry instead. I haven't had time to fix it yet, but I'll do that tonight.
tEd
Tuesday, February 7, 2006
i don't see how this is more "effective"
overlord
Tuesday, February 7, 2006
I found it more effective to just push FSAA to max(8xS) on my GF6800ULTRA.
sqrt[-1]
Tuesday, February 7, 2006
On my Geforce6 I found that the aliasing artifacts went away if I resized the screen by one pixel.
I don't think this is any "magic" as while the specular is still there, it is less defined. My guess is that the normalmap is not using the highest mip levels after a resize. (tested at different starting resolutions and it still happens)
Humus
Sunday, February 5, 2006
Yeah, but I haven't seen any of those in action, so I don't know how good they are. I'd love to have one of those, but I bet they cost an arm and a leg.
tEd
Saturday, February 4, 2006
Sounds kinda cool. Aren't there any HDR monitors which could make use of it?
Humus
Saturday, February 4, 2006
With RGB10A2 one would still have to do some tonemapping, but in that case we're probably talking about relatively small ranges, like 0-4, so you could probably get good results with a simpler tonemap operator such as just multiply it up/down to desired range.
The X1K can display FP16 surfaces, so technically they could be used in the framebuffer. The display engine can also do the tonemapping directly. However, DirectX only supports at most 32bit formats to be displayable. It's possible that it will be exposed in an OpenGL extension at some point though.
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