Recent content by JeGX

  1. J

    The Technology of a 3D Engine - Part One

    Yep nice initiative! I hope we'll see some cool screenshots of FlExtEngine in the next part :wink:
  2. J

    Unigine v0.4 demo with dual render: OpenGL/Direct3D

    nice demo. here are my direct3d and opengl scores:
  3. J

    Dynamic Branching Benchmark

    hi, at the beginning of the thread, I wondered why dynamic branching performances on Geforce 7 were worse than ones on Geforce 6 or 8. I believe I've got the answer: Forceware drivers. Here are some new results (benchmark v1.5.4) where ratio = Branching_ON / Branching_OFF : 7600GS - Fw...
  4. J

    Dynamic Branching Benchmark

    Interesting discussion :wink: Just for you guys, here are three variant of the benchmark exe: - oZone3D_SoftShadows_Benchmark_VSYNC_OFF_Sleep(0).exe : 100 %CPU - oZone3D_SoftShadows_Benchmark_VSYNC_OFF_Sleep(1).exe : 100 % CPU - oZone3D_SoftShadows_Benchmark_VSYNC_ON_Sleep(0).exe : 5 %...
  5. J

    Dynamic Branching Benchmark

    You're right AndyTX, that's why I set the shadow map filtering to GL_NEAREST in order to disable nVidia PCF. Yes with my simple mean filter the shadow is a bit blocky: But with the help of the hardware (nvidia only - GL_LINEAR ) and with the same 7x7 filter, the shadow is better:
  6. J

    Dynamic Branching Benchmark

    Thanks for the tip pocketmoon66. I will look at it when I'll add soft shadows in my main software.
  7. J

    Problem with intel GMA X3000

    maybe a PSU weakness...
  8. J

    Dynamic Branching Benchmark

    The source code of the pixel shader (ps_7x7_bluring_kernel_v3b_tex.glsl) is in the data/ directory. Here is the branching code: if( (shadowColor-1.0) * shadowColor * lambertTerm != 0.0 ) { float kernel_sum = 0.0; int i = 0; shadowColor =0.0; for( i=0; i<KERNEL_SIZE; i++ ) {...
  9. J

    Dynamic Branching Benchmark

    Hi all! here is a small OpenGL benchmark I coded for my graphics cards tests: http://www.ozone3d.net/demos_projects/soft_shadows_benchmark.php This benchmark is focused on the pixel processing unit: soft shadows rendering with a 7x7 filter. The bench lasts 1 minute. You can enable or...
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