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Search: Posts Made By: MJP
Forum: Console Technology 22-Apr-2014, 19:59
Replies: 49
Views: 1,988
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: 96
Views: 6,899
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: 96
Views: 6,899
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: 395
Views: 39,308
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: 107
Views: 6,480
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: 395
Views: 39,308
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: 395
Views: 39,308
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: 3,306
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: 395
Views: 39,308
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...
Forum: 3D Hardware, Software & Output Devices 23-Mar-2014, 17:44
Replies: 1,685
Views: 164,393
Posted By MJP
Of course, but Sony/MS also forbid access to any...

Of course, but Sony/MS also forbid access to any code using their SDK's if you're not a licensed developer. They probably do this to prevent non-NDA'd people from gleaning technical details from the...
Forum: Console Technology 23-Mar-2014, 17:36
Replies: 107
Views: 6,480
Posted By MJP
That's not true, they actually use the same SSS...

That's not true, they actually use the same SSS technique that we use on The Order. You'd really notice if they didn't. Without SSS, any small details from a normal map just ends up looking harsh and...
Forum: 3D Hardware, Software & Output Devices 22-Mar-2014, 23:35
Replies: 1,685
Views: 164,393
Posted By MJP
Usually middleware is setup so that they can...

Usually middleware is setup so that they can easily strip out any platform-specific code for licensees that aren't registered for a particular platform. The easiest way to do this is to use files:...
Forum: 3D Technology & Algorithms 18-Mar-2014, 21:50
Replies: 19
Views: 1,929
Posted By MJP
Not really, considering the typical workload of a...

Not really, considering the typical workload of a GPU (particularly one from the era of early programmable shaders). Shaders primarily deal with things like positions, directions, and colors, and for...
Forum: Console Technology 17-Mar-2014, 17:17
Replies: 395
Views: 39,308
Posted By MJP
Yeah, that's the basic idea. You would split your...

Yeah, that's the basic idea. You would split your rendering into "batches" of things that need to be submitted contiguously, and each batch would use its own deferred context on a separate thread....
Forum: Console Technology 17-Mar-2014, 17:14
Replies: 395
Views: 39,308
Posted By MJP
I'd say that it's extremely likely.

I'd say that it's extremely likely.
Forum: Console Technology 11-Mar-2014, 06:25
Replies: 7,772
Views: 1,124,170
Posted By MJP
I've never developed on Xbox hardware, but from...

I've never developed on Xbox hardware, but from what I understand the API's are set up such that they superficially resemble the PC API's on a code level. This lets you code the same way you would on...
Forum: Console Technology 11-Mar-2014, 06:17
Replies: 6,398
Views: 649,104
Posted By MJP
They're just making use of the data from...

They're just making use of the data from previously-rendered frames, so I don't see any reason why it would add extra latency.
Forum: Console Technology 10-Mar-2014, 03:35
Replies: 4,277
Views: 530,722
Posted By MJP
It's true, I don't even know what our game looks...

It's true, I don't even know what our game looks like. I just look at our profiler, so that I can high five other devs when we our engine hits 60bwps (buzzwords per second).
Forum: Console Technology 09-Mar-2014, 06:17
Replies: 395
Views: 39,308
Posted By MJP
I'm going to go out on a limb and predict that...

I'm going to go out on a limb and predict that DX12 brings their equivalent of bindless resources to PC and XB1. It seems like a natural thing to pursue for both platforms, assuming that they don't...
Forum: Console Technology 08-Mar-2014, 19:06
Replies: 395
Views: 39,308
Posted By MJP
I'd be fairly surprised if MS hadn't been...

I'd be fairly surprised if MS hadn't been planning this from the start. They've already spent time creating the tools and libraries required for having apps running in a limited tablet/mobile...
Forum: Console Technology 03-Mar-2014, 23:50
Replies: 6,398
Views: 649,104
Posted By MJP
We're not doing anything like that.

We're not doing anything like that.
Forum: Console Technology 26-Feb-2014, 23:45
Replies: 342
Views: 36,476
Posted By MJP
At the time we had some banding troubles in...

At the time we had some banding troubles in low-roughness specular using < 16bit precision for normals, but we certainly didn't exhaust all of our options regarding precision and packing techniques....
Forum: Console Technology 22-Feb-2014, 01:36
Replies: 342
Views: 36,476
Posted By MJP
I couldn't really tell you, I've never actually...

I couldn't really tell you, I've never actually worked with the XB1 hardware (I only work on PS4).



Well, from what I recall that demo was more aimed at saving performance by caching a large...
Forum: Console Technology 21-Feb-2014, 20:03
Replies: 342
Views: 36,476
Posted By MJP
Deferred renderers are *very* common for next-gen...

Deferred renderers are *very* common for next-gen titles, especially those in development. With the major middleware providers all using deferred rendering, games using forward rendering are very...
Forum: Console Games 19-Feb-2014, 23:01
Replies: 613
Views: 33,975
Posted By MJP
Thank you! We try really hard to achieve a clean,...

Thank you! We try really hard to achieve a clean, cohesive look to everything in the game. I will pass along your kind words to the rest of the team.
Showing results 1 to 25 of 500

 
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