Recent content by NeARAZ

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    SwiftShader 2.0: A DX9 Software Rasterizer that runs Crysis

    Just tried it on unit & benchmark tests we have for Unity... Almost all rendering unit tests pass correctly (has some issues with attenuation of point vertex lights and a couple of other minor things)! SwiftShader 1.x demo used to crash on some of those, so 2.0 release is a huge step forward...
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    Why Deferred Rendering is so important?

    That does not mean deferred rendering. Most likely they just want to say "we render into a floating point buffer, one pass per light to get HDR". AA and floating point buffers are not supported on the majority of hardware, but some of the later HW can do it.
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    What could make wglMakeCurrent awfully slow?

    Yes, I have tried that (did not help). Besides that, there's not that much stuff to pipeline when I only do wglMakeCurrent, glClear and SwapBuffers, right? (the repro case I linked to does just that)
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    What could make wglMakeCurrent awfully slow?

    The short question is: profiling tells that wglMakeCurrent takes ages (like 10ms each) under some conditions that we don't control (in a browser plugin). What could cause it behave so? This is on various graphics cards from different vendors. The long story: we make a web plugin for playing...
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    High Rez Textures and Texture Compression

    About Zioma's article: I'm not saying it's bad (in fact it's good), just pointing at example what might be similar to Carmack's mysterious MegaTexture. In essence it's not much more than detail textures, but has some scientific rationale behind it - human eye has different sensitivity for color...
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    High Rez Textures and Texture Compression

    Me wonders whether that means true 32k size texture (i.e. the one that can be drawn completely by hand) of the resulting size from some combining algorithm (e.g. wang tiles). I suspect something of the latter (which of course is not that impressive :)). Something like wang tiles can also...
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    High Rez Textures and Texture Compression

    DXT and most common image compression schemes (jpeg, jpeg2000, png etc.) are fundamentally different. The main reason behind texture compression in realtime rendering is saving bandwidth (smaller memory usage is just a nice side effect :)) and you need constant time random texel access. That is...
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    MSAA rendertargets on ATI hw

    This is in StretchRect context, filter meanings are a bit different than when sampling textures (basically, NONE filter for StretchRect means "use anything you have, I don't care").
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    MSAA rendertargets on ATI hw

    I released the demo here: http://nesnausk.org/nearaz/projHDR.html MSAA works on geforces, and I'm not sure about radeons. Could anyone test it?
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    MSAA rendertargets on ATI hw

    Might be this... However visualizing them is kind of hard when all I have is a Geforce :) But even if it's gamma-ing me, there should be some AA-like things visible (gamma curve is still a monotonic one). Right now the images look like no AA at all, just with pixels shifted in some places...
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    MSAA rendertargets on ATI hw

    I've done that. They say no difference, even with Catalyst 5.10 installed :(
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    MSAA rendertargets on ATI hw

    I'm doing HDR+AA demo for ordinary DX9 hardware, and it seems that I've got some problems getting MSAA'd rendering on ATI hardware. I've got no Radeon here at the moment, so testing is hard... What I'm doing is: * render to MSAA'd backbuffer (A8R8G8B8, RGBE8 encoding) * StretchRect to same...
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    Dynamic Ambient Occlusion

    Yes. Static ambient occlusion maps and some dynamic pseudo-soft shadows. No relation to dynamic AO at all.
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    New demo from nesnausk

    The server was down "a bit", sorry. Should be up again!
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    New demo from nesnausk

    Strange... updated link to point directly to demo page.
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