Forum: Console Games
18-Jun-2013, 06:10
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Replies: 72
Views: 2,680
Well it definitely assumes that you're not a...
Well it definitely assumes that you're not a total beginner programmer, and it doesn't really go through all the basics in terms of graphics. It's more aimed at intermediate programmers who aren't...
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Forum: Console Games
17-Jun-2013, 07:04
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Replies: 72
Views: 2,680
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Forum: 3D Technology & Algorithms
16-Jun-2013, 00:02
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Replies: 19
Views: 1,158
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Forum: Console Games
14-Jun-2013, 00:48
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Replies: 72
Views: 2,680
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Forum: Console Technology
10-Jun-2013, 06:49
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Replies: 31
Views: 1,160
I don't know what functionality the WiiU...
I don't know what functionality the WiiU supports, but the 4.x compute shaders in D3D11 are pretty gimped. You can't write to textures, you only get one output, you're limited to what regions of...
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Forum: Console Technology
01-Jun-2013, 23:34
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Replies: 51
Views: 4,732
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Forum: Console Technology
14-May-2013, 21:33
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Replies: 1,434
Views: 345,330
That's actually quite the opposite for cases...
That's actually quite the opposite for cases where you have too many triangles relative to your pixel shading resolution, since you'll end up under-sampling which results in nasty shader aliasing....
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Forum: 3D Technology & Algorithms
28-Apr-2013, 03:38
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Replies: 55
Views: 2,490
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Forum: 3D Technology & Algorithms
26-Apr-2013, 23:54
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Replies: 74
Views: 13,742
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Forum: Console Technology
07-Apr-2013, 20:29
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Replies: 550
Views: 54,721
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Forum: Console Technology
07-Apr-2013, 00:04
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Replies: 550
Views: 54,721
It's funny that you mention that...there was...
It's funny that you mention that...there was actually a recent paper (http://research.microsoft.com/en-us/projects/foveateddisplay/) from MS Research that used eye-tracking to determine where the...
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Forum: 3D Technology & Algorithms
28-Mar-2013, 06:29
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Replies: 4
Views: 1,270
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Forum: 3D Programming & Tools
14-Mar-2013, 21:26
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Replies: 7
Views: 776
The D3D model requires that the inputs of a...
The D3D model requires that the inputs of a dispatch or draw call correctly reflect the results of a dispatch or draw call that was executed previously. Hence, there is no explicit...
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Forum: 3D Technology & Algorithms
28-Feb-2013, 00:32
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Replies: 11
Views: 1,853
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Forum: Console Technology
26-Feb-2013, 22:26
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Replies: 39
Views: 9,745
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Forum: Console Technology
25-Feb-2013, 08:36
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Replies: 550
Views: 54,721
It depends on how you layer the textures. Your...
It depends on how you layer the textures. Your additional layers might use a different UV set, or they might be tiled, or their contribution might be controlled by blend values from vertex data. If...
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Forum: 3D Technology & Algorithms
21-Jan-2013, 04:45
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Replies: 25
Views: 2,445
The "temporal AA" modes in older ATI cards...
The "temporal AA" modes in older ATI cards weren't aimed at addressing temporal aliasing. All they did was alternate 2x sample patterns every frame with idea being that display persistence would...
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Forum: 3D Technology & Algorithms
20-Jan-2013, 08:16
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Replies: 25
Views: 2,445
Blurring is caused by excessive filtering...
Blurring is caused by excessive filtering removing high-frequency details present in the scene being rendered. However filtering is just one component of anti-aliasing, so a statement such as "too...
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Forum: 3D Hardware, Software & Output Devices
02-Jan-2013, 06:15
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Replies: 231
Views: 32,755
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Forum: Console Technology
23-Dec-2012, 00:21
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Replies: 1,434
Views: 345,330
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Forum: 3D Technology & Algorithms
10-Dec-2012, 23:55
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Replies: 268
Views: 23,993
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Forum: 3D Technology & Algorithms
10-Dec-2012, 02:37
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Replies: 268
Views: 23,993
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Forum: Console Technology
05-Dec-2012, 00:52
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Replies: 1,894
Views: 192,410
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Forum: 3D Technology & Algorithms
19-Nov-2012, 05:48
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Replies: 32
Views: 2,642
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Forum: 3D Technology & Algorithms
14-Nov-2012, 19:47
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Replies: 21
Views: 2,624
GS is better on newer harder but still not...
GS is better on newer harder but still not particularly "fast". This is particularly true in the case of geometry amplification. So while the GS might be a whole lot more flexible compared to the...
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