"You can choose to fight for your ruler or fight not to be ruled."
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Query Failedramiza
Wednesday, April 27, 2011

nice and pretty

Felipe
Sunday, April 17, 2011

Hey, i found this website today while searching for AA that doesnt require CPU usage, i found this GPAA really amazyng!

Congratz for the accomplish! realy nice work you got there.

i got and HD 2600 Pro AGP version on my AMD A64 3200+ 754, and i can play lots of games with it but my CPU cant handle my GPU :/
soo i can play games with 60-120 fps with everything maxed out but i cant turn AA or i get 30 FPS...
i tested this GPAA and i got amazyng results without GPAA i got 98 FPS on the demo and with GPAA on i got 92 FPS.

my question is,will it be supported by hardware unnofficialy?
i realy wish i could force it on D3D games and OpenGl.

Thanks, Felipe.

Makenshi
Saturday, April 16, 2011

Hey,

I really like that template implementation, but it doesn't work if the parameter passed is not "like_this" but rather StringHash(str.c_str());
I've been trying to get it working for a long time but with no success.

cDc
Saturday, April 9, 2011

Hi all,

Thanks Aslan for that smart implementation. I just played a bit with it on MSVC, here are some conclusions:

- VC2010 inline strings of max 254 chars (the link takes 18s on AMD X4 945 3GHz using only one core); bigger strings are split in an inline hash for the last 254 chars and a function call for the rest.

- VC2005 SP2 and VC2008 SP1 behave exactly the same (note: /O2 has to be specifically selected, even if it is activated by default in release; /O1 and /Ox are also good). Expanding manually one step the _Hash() function, decreases the linking time down to only 6s.

- g++ on Ubuntu 10.04 x86 doesn't seem able to inline the final value even with -O3 (though it expands the iteration).

There seems to be only one problem: the template can not be used two or more times (the hash value is not inlined anymore). Any idea why and how to force the linker to do its job?

The code I used:

class StringHash
{
private:
uint32_t m_val;

template<size_t N> inline uint32_t _Hash(const char (&str)[N]) const
{
typedef const char (&truncated_str)[N-1];
return str[N-1] + 65599 * _Hash((truncated_str)str);
}
inline uint32_t _Hash(const char (&str)[2]) const { return str[1] + 65599 * str[0]; }

public:
template <size_t N> StringHash(const char (&str)[N]) { m_val = _Hash(str); }
inline operator uint32_t() const { return m_val; }
};

Dwarden
Tuesday, April 5, 2011

oh, following now

BK
Tuesday, March 29, 2011

The reason why DX9 is still around is because it is in a sweet spot. It is supported by all gamers. It gives enough flexibility/programmability through shaders (SM3.0) It is familiar to many programmers. people have tons of code base on it. And the console market is on DX9 Level market. Once the new generation consoles roll out the market will probably move to DX11 or DX12.

Josh
Tuesday, March 22, 2011

I would argue that DX 10 and 11 are dead. Crysis 2 is being released as DX9 only. Yeah, yeah, they will add DX11 in a few months...the delay only proves it isn't a priority.

OpenGL 3 FTW. (GL4 isn't going to be supported in OSX Lion, it looks like).

Rob L.
Sunday, March 20, 2011

I for one find it very interesting to have a patent holder (I assume) making direct contact that isn't of the cease and desist kind. It's nice to get some feedback from "the other side", in my opinion.

So, in my book, you're welcome to share your knowledge as much as you like (and / or are allowed to), Mr. Donovan. That's what we're here for, right?

Best regards,

Rob

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