"That man is richest whose pleasures are cheapest."
- Henry David Thoreau
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Query FailedNintendog
Friday, July 1, 2005

I can't tell from the screenshots whether you are using some sort of parallax mapping or other displacement mapping effect. Are you or are you going to? I know you can, as in your self-shadowed bump mapping demo.

Wault
Thursday, June 30, 2005

Excuse my error, In the precedent message, about the resulsts, I didn't ask my question.

It was : What are-we suppose to understand of those results ?


Last thing, I wanted to ask, Why there is a question about mouse sensitivy and invert mouse in the control panel ?
I can't use the mouse in this bench !?

Wault
Thursday, June 30, 2005

Hello,


Is it normal, when I set Anti-Aliasing (2x, 4x or 6x), the Vertical Sync is automatically On ?
(It's the same thing with the Alpha to coverage program, VSync is On all the time).



Another thing (on a X800Pro), I have those results in 1024x768, no FSAA :
Complex - 64x overdraw - Front to back
113.16 fps

Complex - 64x overdraw - Front to back
2 fps !!!

Complex - 64x overdraw - Random order
25.94 fps

Complex - 64x overdraw - Random order with pre-Z
98.32 fps

Awesomator
Wednesday, June 29, 2005

Lightmapping still gives realy good results for modern games. For my engine, Shifter im storing a seporate lightmap for each portal. But for outdoor portals the lightmap stores ambient occlusion data instead of individual diffuse light contributions. The ambient occlusion then modulates a diffuse cubemap generated from the skybox. It looks realy good and plus the skybox can be changed on the fly. Im also using dynamicly oversampled shadowmaps for any moving entitys wich also looks cool. Theres a paper on Nvidias developer website.
I would love to see a complete expected feature list. Im a sucker for gritty details.

oribaka
Monday, June 27, 2005

Very nice stuff, indeed. Yet, I would also love to see some HDR (*wink* we know you can do it and perhabs some sort of dynamic soft shadowing - if it's possible to do at a decent framerate. Keep up the good work

Jan
Monday, June 27, 2005

Yeah, looks great! And it is so easy to implement.

However, you set AA fixed to 6x. Could you change that, so that i can select 2x, 4x or 6x? Because i would like to play around with those modes and see how it looks then, especially compared to blending.

And technically, it should be faster than blending, but since multisampling is enabled anyway, it shouldn't be slower than alpha-testing, am i right? (although fps show otherwise...)

But why do you disable the alpha-test, when doing alpha-to-coverage? Couldn't that save some fillrate? Or do you do that to enable early z?

Ah, and what if the coverage is 0? Does the depth-value then get written or not?

Thanks,
Jan.

Bj�rn
Sunday, June 26, 2005

Ahh...
Thanks for clearing that up Humus! =)
I think it should be "put in" D3D asap! (Obviously, hehe)
So, developers just neglected this nifty thing in their "babies"? Shame, as you put it, it would make (i.e) FarCry look better on those who cannot supersample.

Keep up the good work Humus!

Typhontaur
Saturday, June 25, 2005

Nice! on ati9700 128mb catalyst5.6 - 160-180fps
Good job Humus!

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