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Query Failed
Nadja
Saturday, August 7, 2004
hihi
Brandlnator
Thursday, August 5, 2004
the effect looks nice, but is not usable in games.
@all without hlsl support: install the damn latest drivers and stop spamming...
MesserFuerFrauSchmid
Wednesday, August 4, 2004
XNA and D3D will likely merge into WGF for Longhorn (guess someone was not following to well at Meltdown
)
Humus
Wednesday, August 4, 2004
Well, if the bottleneck is in the vertex pipeline, then this technique will be a slowdown. If on the other hand the fragment shader is the bottleneck, then this technique will be a speed-up. How large of an increase you get depends on how complex the fragment shader is. The more complex, the higher the gain of using this technique.
Vitiy
Tuesday, August 3, 2004
Humus - RESPECT!
btw// To use with Ati mobility 9600/9700 download latest drivers and modify them with:
http://www.driverheaven.net/patje/files/Dhmodtool1.7.exe
Humus
Tuesday, August 3, 2004
I guess it could be a cool thing, but I don't know enough about it. I get the impression that it's more or less just a bigger version of D3DX.
NeoKenobi
Monday, August 2, 2004
Looks like a cool event to me. Btw. How do you think about Microsoft's XNA?
Graham
Sunday, August 1, 2004
I thought you might be interested, but I gave this technique a try in my own code... And the results were fairly interesting...
I mostly use a Q3 bsp loader to test the lighting system... The lighting itself is fairly simple, per-pixel with specular, with very heavily optimized stencil-shadows. No fancy things like paralax.
I was expecting a measurable speed boost. I only managed this in one case...
in chiroptera, I managed to get a boost of around 15% when in a random coner looking at a wall with my spotlight.. but this was the only case.
In every other place in the map, I'd get a slight performance hit...
On a small simple map with no normal lights (just spotlight) I could break even, but not see a boost..
And on my mega-test, running nv15, the extra triangles required really hurt things.. Standing at the far coner, with nearly 300 lights on screen, with stencil-shadows, the polygon count was around 2 million for the scene... using this technique it jumps another half million triangles, which naturally cut the frame rate by about a third. (radeon 9500p, 640x480 -> ~6fps goes down to ~4fps)
so I'm wondering, in this demo, for each light do you simply render the entire scene again? I can understand this giving a noticable perforamnce boost, but it would seem in a real world case, where there is already a lot of culling going on the extra triangles simply shift the bottleneck...
*however*
if I were to pull out my old paralax shaders, (which used 5 layers
- then there might be a noticable difference.. Just I don't know if I still have them since it's been over a year since I scrapped them since they were too slow...
Anywho
still is a nice demo
have fun.
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