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Search: Posts Made By: MJP
Forum: Console Games 18-Jun-2013, 06:10
Replies: 72
Views: 2,680
Posted By MJP
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...
Forum: Console Games 17-Jun-2013, 07:04
Replies: 72
Views: 2,680
Posted By MJP
Thank you, I appreciate you saying that. :smile: ...

Thank you, I appreciate you saying that. :smile:

We will definitely be talking about some of the graphics tech at SIGGRAPH this year, and I'm sure we'll be presenting more in the future.
Forum: 3D Technology & Algorithms 16-Jun-2013, 00:02
Replies: 19
Views: 1,158
Posted By MJP
The 11.1 feature level isn't available on Windows...

The 11.1 feature level isn't available on Windows 7, since it's tied to WDDM 1.2.
Forum: Console Games 14-Jun-2013, 00:48
Replies: 72
Views: 2,680
Posted By MJP
Yup, lead graphics/engine programmer.

Yup, lead graphics/engine programmer.
Forum: Console Technology 10-Jun-2013, 06:49
Replies: 31
Views: 1,160
Posted By MJP
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...
Forum: Console Technology 01-Jun-2013, 23:34
Replies: 51
Views: 4,732
Posted By MJP
Of course they are. Rebooting an engine from...

Of course they are. Rebooting an engine from scratch is almost always a phenomenally bad idea, and can set you back years.
Forum: Console Technology 14-May-2013, 21:33
Replies: 1,434
Views: 345,330
Posted By MJP
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....
Forum: 3D Technology & Algorithms 28-Apr-2013, 03:38
Replies: 55
Views: 2,490
Posted By MJP
In OpenGL it's known as BPTC...

In OpenGL it's known as BPTC (http://www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt).
Forum: 3D Technology & Algorithms 26-Apr-2013, 23:54
Replies: 74
Views: 13,742
Posted By MJP
Consoles don't need to use PC API's, they can use...

Consoles don't need to use PC API's, they can use their own API that's tailored to the specifics of their hardware.
Forum: Console Technology 07-Apr-2013, 20:29
Replies: 550
Views: 54,721
Posted By MJP
And of course you can even pre-build the command...

And of course you can even pre-build the command buffers on consoles if you really want to, which can bring the cost down even further. I'd suspect people are doing it less and less these days...
Forum: Console Technology 07-Apr-2013, 00:04
Replies: 550
Views: 54,721
Posted By MJP
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...
Forum: 3D Technology & Algorithms 28-Mar-2013, 06:29
Replies: 4
Views: 1,270
Posted By MJP
One of the co-authors of a book I worked on wrote...

One of the co-authors of a book I worked on wrote a demo that uses a compute shader to simulate 256K particles on the GPU. It's not quite a million, but you could use it as a starting point for...
Forum: 3D Programming & Tools 14-Mar-2013, 21:26
Replies: 7
Views: 776
Posted By MJP
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...
Forum: 3D Technology & Algorithms 28-Feb-2013, 00:32
Replies: 11
Views: 1,853
Posted By MJP
It's the same as anything else: if you want to do...

It's the same as anything else: if you want to do more, then you need to do less. In this particular case if you want to really scale up your number of shadow-casting lights, then you need to do as...
Forum: Console Technology 26-Feb-2013, 22:26
Replies: 39
Views: 9,745
Posted By MJP
No, not really. Unity has been doing it for a...

No, not really. Unity has been doing it for a long time using Mono.
Forum: Console Technology 25-Feb-2013, 08:36
Replies: 550
Views: 54,721
Posted By MJP
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...
Forum: 3D Technology & Algorithms 21-Jan-2013, 04:45
Replies: 25
Views: 2,445
Posted By MJP
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...
Forum: 3D Technology & Algorithms 20-Jan-2013, 08:16
Replies: 25
Views: 2,445
Posted By MJP
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...
Forum: 3D Hardware, Software & Output Devices 02-Jan-2013, 06:15
Replies: 231
Views: 32,755
Posted By MJP
I think that reviewers should just post a GPUView...

I think that reviewers should just post a GPUView (http://graphics.stanford.edu/~mdfisher/GPUView.html) capture for each benchmark,and then we'll really know what's going on. :razz:
Forum: Console Technology 23-Dec-2012, 00:21
Replies: 1,434
Views: 345,330
Posted By MJP
The DLC version has that extra bit of fur on her...

The DLC version has that extra bit of fur on her arms, it also looks like she has some extra shells in her hair.
Forum: 3D Technology & Algorithms 10-Dec-2012, 23:55
Replies: 268
Views: 23,993
Posted By MJP
It sounds like it's full rate. Here's what it...

It sounds like it's full rate. Here's what it says in the GCN whitepaper (http://www.amd.com/us/Documents/GCN_Architecture_whitepaper.pdf):

GCN also adds new media and image processing...
Forum: 3D Technology & Algorithms 10-Dec-2012, 02:37
Replies: 268
Views: 23,993
Posted By MJP
Not that it changes things too much, but GCN can...

Not that it changes things too much, but GCN can actually do 24-bit integer ops (including integer MADD) at full speed. Although I don't think they're directly accessible through HLSL or GLSL. They...
Forum: Console Technology 05-Dec-2012, 00:52
Replies: 1,894
Views: 192,410
Posted By MJP
In my experience these sorts of tools tend to be...

In my experience these sorts of tools tend to be very specific to the game or engine. For instance in our engine we have a debug feature that color-codes every pixel depending on how many lights...
Forum: 3D Technology & Algorithms 19-Nov-2012, 05:48
Replies: 32
Views: 2,642
Posted By MJP
In terms of "smoothness" and aliasing the idea of...

In terms of "smoothness" and aliasing the idea of using post-processing to generate intermediate frames is almost directly analogous to post-processing anti-aliasing techniques like FXAA and MLAA:...
Forum: 3D Technology & Algorithms 14-Nov-2012, 19:47
Replies: 21
Views: 2,624
Posted By MJP
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...
Showing results 1 to 25 of 432

 
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