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Search: Posts Made By: MJP
Forum: Console Technology 20-Jul-2014, 07:15
Replies: 75
Views: 10,563
Posted By MJP
Wow, some...interesting things are being said in...

Wow, some...interesting things are being said in this thread. Here's my 2 cents:

A. Sparse textures/tiled resources just provides some native hardware support for certain parts of a virtual...
Forum: 3D Technology & Algorithms 13-Jul-2014, 01:09
Replies: 3
Views: 1,752
Posted By MJP
This interview talks about it:...

This interview talks about it: http://www.dsogaming.com/interviews/rebellion-talks-sniper-elite-3-tech-tessellation-mantle-dx12-multicore-cpus-obscurance-fields-shader/

The basic gist is that...
Forum: Console Technology 09-Jul-2014, 21:28
Replies: 19
Views: 1,389
Posted By MJP
Skinning/animation bug, for sure. Skinning bugs...

Skinning/animation bug, for sure. Skinning bugs always look like something straight out of a nightmare.

http://i446.photobucket.com/albums/qq181/repi/LongNeckSyndrome1.jpg
Forum: Console Technology 08-Jul-2014, 01:20
Replies: 16
Views: 1,660
Posted By MJP
That is probably the most popular way of handling...

That is probably the most popular way of handling GPU submission on consoles, since it's simple and lets you fully parallelize the CPU and GPU. Some games use more complex setups where the CPU will...
Forum: Console Technology 13-Jun-2014, 18:36
Replies: 166
Views: 13,790
Posted By MJP
I haven't gotten a chance to look at any...

I haven't gotten a chance to look at any direct-feed screenshots or HQ video, but from what I saw on Youtube the mocap is absolutely top-notch.
Forum: Console Technology 13-Jun-2014, 18:35
Replies: 4,122
Views: 857,852
Posted By MJP
Lots of FPS games do tricks where they render the...

Lots of FPS games do tricks where they render the gun with a different projection than the rest of the geometry. I wonder if that's just a bug related to that.
Forum: Console Technology 08-Jun-2014, 03:15
Replies: 6,962
Views: 760,970
Posted By MJP
I assure that I'm not. I just think that your...

I assure that I'm not. I just think that your comment is completely useless for a technical forum unless you have some specific knowledge of their renderer and MSAA usage that you can use to back up...
Forum: Console Technology 07-Jun-2014, 07:45
Replies: 6,962
Views: 760,970
Posted By MJP
That's seems like a rather strange thing to say,...

That's seems like a rather strange thing to say, unless you actually know how much resources they're expending on MSAA.
Forum: Console Games 04-Jun-2014, 01:15
Replies: 239
Views: 19,673
Posted By MJP
Nearly every new engine is an updated version of...

Nearly every new engine is an updated version of an older engine. It typically makes little sense to throw out code that's taken many years to develop.
Forum: Console Technology 23-May-2014, 20:25
Replies: 166
Views: 13,790
Posted By MJP
I don't think that anybody is underestimating...

I don't think that anybody is underestimating their importance, they're just very difficult. Even just the shading of the eyes needs to approximate complex interactions through multiple subsurface...
Forum: Console Technology 12-May-2014, 01:16
Replies: 680
Views: 75,046
Posted By MJP
Wow, that's amazing how they created a "system"...

Wow, that's amazing how they created a "system" that was originally presented years ago and had already been used in shipping games! So unique and novel!
Forum: 3D Technology & Algorithms 07-May-2014, 02:20
Replies: 8
Views: 2,837
Posted By MJP
Indeed, the latter approach is what I was...

Indeed, the latter approach is what I was referring to. I don't think that there's any advantage to writing out tone-mapped values to your render target(s).



Sure: you get "correct" results...
Forum: Console Technology 06-May-2014, 00:22
Replies: 31
Views: 4,702
Posted By MJP
You can certainly design different filters that...

You can certainly design different filters that make various tradeoffs with regards to IQ and aliasing. I think there's still work to be done with finding out what work best different games. You...
Forum: 3D Technology & Algorithms 04-May-2014, 18:10
Replies: 8
Views: 2,837
Posted By MJP
The tone mapping non-linearity issue is pretty...

The tone mapping non-linearity issue is pretty easily solved with some smart filtering during the resolve step. A lot of tone mapping curves are invertable (or the inverse is easily approximated),...
Forum: Console Technology 04-May-2014, 04:38
Replies: 4,122
Views: 857,852
Posted By MJP
It doesn't. "Ghosting" is an artifact that...

It doesn't. "Ghosting" is an artifact that results from using a temporal filtering algorithm that incorporates samples that are unrelated to the current pixel value that you want to present....
Forum: Console Technology 02-May-2014, 17:15
Replies: 31
Views: 4,702
Posted By MJP
I always like to point out that post-processing...

I always like to point out that post-processing and temporal solutions are not mutually exclusive with MSAA. Even within MSAA itself there's lots of room for variations that let you make various...
Forum: Console Technology 22-Apr-2014, 19:59
Replies: 114
Views: 9,295
Posted By MJP
GPU's and CPU's generally have performance...

GPU's and CPU's generally have performance counters that can be read while your code is running. So you can then build special tools that "capture" those counters over a period of time (for instance,...
Forum: Console Technology 08-Apr-2014, 22:40
Replies: 97
Views: 9,783
Posted By MJP
They give you more flexibility in how you feed...

They give you more flexibility in how you feed commands to the GPU. Historically GPU's only read from one command buffer at a time, and depending on the commands issued and the work being done it...
Forum: Console Technology 06-Apr-2014, 00:36
Replies: 97
Views: 9,783
Posted By MJP
If I had to guess, I would say that they use for...

If I had to guess, I would say that they use for their wetness effect so that they can "flatten out" the puddles.
Forum: Console Technology 05-Apr-2014, 19:45
Replies: 518
Views: 70,179
Posted By MJP
There are still a handful of fixed-function...

There are still a handful of fixed-function hardware units that handle clipping, scan conversion, depth testing, and spinning up pixel shaders.
Forum: Console Technology 30-Mar-2014, 23:28
Replies: 166
Views: 13,790
Posted By MJP
I don't really want to comment on the...

I don't really want to comment on the stylization, performance, our characters vs. Activision's, etc. I've had enough of my comments end up as fodder for NeoGAF.

What I will say is that sometimes...
Forum: Console Technology 27-Mar-2014, 18:36
Replies: 518
Views: 70,179
Posted By MJP
That would be great, but they've already...

That would be great, but they've already mentioned how they want it to run on existing hardware but also support new hardware features. Personally I'm totally fine with feature levels, but I suppose...
Forum: Console Technology 27-Mar-2014, 18:33
Replies: 518
Views: 70,179
Posted By MJP
I strongly suspect that it would be something...

I strongly suspect that it would be something where you have to decompress to memory first, as opposed to doing it on-the-fly during texture sampling. Block-compressed formats are specifically...
Forum: Console Technology 27-Mar-2014, 18:30
Replies: 42
Views: 4,156
Posted By MJP
I talked to quite a few graphics devs at GDC, and...

I talked to quite a few graphics devs at GDC, and the hybrid approach is becoming pretty popular. It makes sense, since you can just dump out your tile indices from your lighting compute shader.
Forum: Console Technology 27-Mar-2014, 00:49
Replies: 518
Views: 70,179
Posted By MJP
Yeah it's seems a little unfortunate to me that...

Yeah it's seems a little unfortunate to me that we went from having an API with one clearly-defined feature set (DX10) to having multiple feature sets (DX10.1, DX11) to having feature sets that are...
Showing results 1 to 25 of 500

 
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