"Well, bullet time was so popular in Max Payne nVidia decided to slow down all games. It's a feature. :)"
- showler, Rage3D poster

Vacation
Monday, July 5, 2010 | Permalink

Tonight me and my fiance will get on the plane for China. So for the next two weeks this blog is likely to be silent. In the meantime, check out my article "Making it large, beautiful, fast and consistent – Lessons learned developing Just Cause 2" in GPU pro. I just got my copy today, so I guess I'll have some reading on the flight.

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sqrt[-1]
Tuesday, July 6, 2010

I just read your article, thanks for the light indexed deferred rendering link.

I was a bit confused about what you were saying where if looking down a row of street lights that lots of the lights would occupy the same screen area.

I can understand this if you have to light translucent objects, but opaque objects would not be an issue.

Or perhaps you do not do a depth pre-pass? (or did not want to)

Was that the case?

outofland
Wednesday, July 7, 2010

Welcome to China!

Humus
Thursday, July 22, 2010

sqrt[-1], we have to light translucent objects, but also our pre-z pass is quite limited for performance reasons. Our occlusion culling removes enough stuff for pre-z to not pay off in general except for very near objects, so the pre-z pass only has a few stuff in it.

marsh
Friday, July 23, 2010

What happened to your "Volume Decals" article that was supposed to be in the book as well?

Humus
Friday, July 23, 2010

Well, funny story, but it got lost somewhere. I've talked with Wolfgang Engel about it, and it might appear in GPU Pro 2 and/or as a download. The sample code is in the big download though.