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Old 17-Feb-2010, 15:38   #51
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It's Crytek ,not Crytech
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Old 18-Feb-2010, 08:47   #52
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Quote:
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It's Crytek ,not Crytech
fixed

on another topic, I hope that gamefest presentations will be available soon .
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Old 27-Apr-2010, 11:20   #53
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Don't know where to put this , but it's an explanation of the different gamma spaces
x360 / ps3 .
http://johnhable.com/?p=15
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Old 27-Apr-2010, 12:30   #54
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I put it in the Miscellaneous section
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Old 27-Apr-2010, 12:32   #55
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Gosh. I'm shocked. Didn't know it was that off. Why did ATi go this route?
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Old 27-Apr-2010, 14:42   #56
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4 PWL function is cheap in transistors and performance (look-up tables). Might be helpful: http://http.developer.nvidia.com/GPU...chapter24.html nevermind the irony.

Although, given the history of R400 -> C1... who knows, just like the decision excluding say FP16 blending, which ATi already had in a shipping part at the time (R520).
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Old 28-Apr-2010, 12:59   #57
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Quote:
Originally Posted by AlStrong View Post
4 PWL function is cheap in transistors and performance (look-up tables). Might be helpful: http://http.developer.nvidia.com/GPU...chapter24.html nevermind the irony.

Although, given the history of R400 -> C1... who knows, just like the decision excluding say FP16 blending, which ATi already had in a shipping part at the time (R520).
First of all, I only see 3 segments (am I blind or what).

If 4PWL function is cheaper, they could have at least make the distance of the segments more dense at the beginning of the curve! This would give a better approximation at the beginning of the curve, as the end of the curve seems rather linear, one segment seems enough...I bet that I could construct a better approximation with 4 segments than the Xenon 4PWL!!
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Old 22-May-2010, 17:55   #58
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Sorry, don't know if this is the right place to post this. But I came across a rather interesting interview of Mark Cerny - a lot of intersting stuff he tells and of course he seems to be an interesting person himself!

http://www.1up.com/do/feature?pager....=2&cId=3178907
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Old 23-May-2010, 06:13   #59
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I haven't seen this one before (or have I?)

http://publications.dice.se/

All presentations of DICE employees gathered in one single spot. Very handy!
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Old 30-May-2010, 03:42   #60
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Quote:
Originally Posted by neliz View Post
I haven't seen this one before (or have I?)

http://publications.dice.se/

All presentations of DICE employees gathered in one single spot. Very handy!

Repi has an updated presentation about parallelization up there today. Here's his blog update regarding the presentation

http://repi.blogspot.com/2010/05/sth...orum-talk.html

I skimmed it and some is over my head since I'm not big into graphics. Most of the general parallelization talk is interesting. The bonus slides are cool.
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Old 03-Jun-2010, 12:23   #61
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I add a link to Nvidia GPU GEM 2 "online book" Once you're there you should faind your way to most of their accessible for free content
I checked and links pointing to Repi's blog and Dice website was already in there
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Old 18-Jun-2010, 21:36   #62
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Gamefest 2010 slides are up http://www.microsoftgamefest.com/seattle2010.htm
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Old 18-Jun-2010, 21:57   #63
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Added
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Last edited by liolio; 19-Jun-2010 at 13:38.
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Old 19-Jun-2010, 15:16   #64
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reading stuffs, quiet some stuffs are too complex tho...

Kuddos to One in this presentation there's a link to one of his post here about Capcom Framework engine

INteresting pres by the way. It will be useful to give more meat to some discussion about native resolution (may do it latter today or tomorrow).
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Old 24-Jun-2010, 10:48   #65
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This is not about game development, but about digital photography and image processing:

http://www.cambridgeincolour.com/tutorials.htm

Best damn collection ever, IMHO. Helps a lot to understand issues related to HDR, gamma correction, tone mapping, depth of field, color correction and so on.
Highly recommended to everyone, even if you've read stuff about these topics before. I'd say a lot of game developers themselves should also look into it...
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Old 24-Jun-2010, 11:17   #66
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Quote:
Originally Posted by Laa-Yosh View Post
This is not about game development, but about digital photography and image processing:

http://www.cambridgeincolour.com/tutorials.htm

Best damn collection ever, IMHO. Helps a lot to understand issues related to HDR, gamma correction, tone mapping, depth of field, color correction and so on.
Highly recommended to everyone, even if you've read stuff about these topics before. I'd say a lot of game developers themselves should also look into it...

Thank you! \o/

I miss the old B3d approval/thanks system.
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Old 03-Jul-2010, 11:49   #67
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"Lead Programmer from Naughty Dog publishes book; Game Engine Architecture":
http://www.ironstarmovement.com/prof...r-from-naughty

sadly, I would not understand a word in this book
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Old 03-Aug-2010, 04:51   #68
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Not sure if this was already posted:

ND live and unleashed at PAX, pretty interesting and cool about level designing stuff:

http://www.youtube.com/watch?v=EleTKthTRhg
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Old 11-Aug-2010, 01:50   #69
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Siggraph 10 stuff:

http://advances.realtimerendering.com/s2010/index.html
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Old 05-Oct-2010, 20:06   #70
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Have there been any papers on 3rd person/over the shoulder cameras, i remember seeing some stuff from capcom about resi4 but cant seem to find it via google
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Old 03-Jan-2011, 15:39   #71
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reminder for my self add this to the listing:
http://www.cs.utah.edu/~loos/publications/vo/
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Old 10-Jan-2011, 08:01   #72
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This thread is enlightening. Loved the ND Unleashed video and making of LOVE and ND's Gamma explanations. Thanx everyone !
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Old 26-Jan-2011, 04:05   #73
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http://forums.electronicarts.co.uk/b...rspective.html

Although a fairly straight-forward design, it's a good summary of how back-end services can impact user experiences / client performance.

As a predominantly back-end developer these days, with experience with Oracle RAClusters, and the limitations around them, I certainly feel for these EA/Dice developers.
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Old 01-Mar-2011, 21:06   #74
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I wonder how long we have to wait for the new GDC stuff.
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Old 01-Mar-2011, 21:27   #75
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Seems to be getting sooner and sooner every year. The main thing will be for the folks to remove sensitive material (unreleased game shots). I expect DICE and Bungie material to go up ASAP.
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