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Search: Posts Made By: MJP
Forum: 3D Hardware, Software & Output Devices 19-Sep-2014, 22:53
Replies: 121
Views: 17,984
Posted By MJP
Seems unlikely to happen after the years of...

Seems unlikely to happen after the years of marketing that used DirectX versions as a defining feature of new GPU's. Even some developers that I've spoken with will still get confused about API...
Forum: 3D Hardware, Software & Output Devices 22-Aug-2014, 05:15
Replies: 121
Views: 17,984
Posted By MJP
There's plenty of engineering and testing costs...

There's plenty of engineering and testing costs involved with upgrading your graphics API, or supported an additional path in your renderer. For larger developers the cost might be trivial, for...
Forum: Console Technology 21-Aug-2014, 22:19
Replies: 8,041
Views: 1,389,000
Posted By MJP
In general the term "GI" refers to simulating...

In general the term "GI" refers to simulating light bouncing off of scene geometry, so yes it pretty much implies having at least one bounce.



Fable Legends is using light propagation volumes,...
Forum: Console Technology 21-Aug-2014, 07:13
Replies: 8,041
Views: 1,389,000
Posted By MJP
There's all kinds of ways to implement dynamic...

There's all kinds of ways to implement dynamic GI, and most of them can work in either a deferred or forward setup (or anything in-between). There are a few techniques that rely on generating lots of...
Forum: Console Technology 17-Aug-2014, 23:58
Replies: 11
Views: 1,577
Posted By MJP
I never shipped an Xbox 360 game, but I would...

I never shipped an Xbox 360 game, but I would assume that the FP10 format was pretty popular since it had a low eDRAM footprint and it supported alpha blending. Blending support is important not just...
Forum: Console Technology 14-Aug-2014, 22:53
Replies: 160
Views: 20,660
Posted By MJP
It's not that they didn't have 3D textures, in...

It's not that they didn't have 3D textures, in fact it's very likely that Epic's implementation used 3D textures to store the bricks (Cyril Crassin's original implementation did this). Rather the...
Forum: Console Games 13-Aug-2014, 07:51
Replies: 818
Views: 56,240
Posted By MJP
I've been doing my best to squash it. :razz:

I've been doing my best to squash it. :razz:
Forum: Console Technology 20-Jul-2014, 07:15
Replies: 79
Views: 13,860
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: 2,168
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: 1,976
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: 2,178
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: 192
Views: 18,585
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: 4,246
Views: 894,434
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: 7,643
Views: 842,511
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: 7,643
Views: 842,511
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: 347
Views: 29,736
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: 192
Views: 18,585
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: 820
Views: 93,993
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: 3,419
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: 5,024
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: 3,419
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: 4,246
Views: 894,434
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: 5,024
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: 10,297
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: 10,501
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...
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