Recent content by straaljager

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    Unreal Engine 4

    Very underwhelming graphics tbh. Maybe it's all part of Epic's strategy to first show unimpressive screenhots with lackluster reception from gamers, so they can push console makers to build more powerful hardware.
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    NVIDIA Kepler speculation thread

    Is Kepler going to be the first GPU bearing the fruits of Project Denver or is that honor reserved for Maxwell?
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    NVIDIA's Project Denver (ARM-based CPU)

    Are you suggesting that Maxwell and Project Denver are the same? :wink: Makes sense. Couldn't it be Kepler instead?
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    NVIDIA GF100 & Friends speculation

    It's not very exciting from an artistic standpoint, but neither was AMD's latest tech demo, which looks very uninspired. I wonder what happened to the Cinema 2.0 demo with Ruby from the HD 4870 launch, which was exceptionally impressive imo. The whole Cinema 2.0 thing was never mentioned again.
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    The recently popular gpu based, ray tracing-free method to global illumination

    What GI method are you describing here? Is it imperfect shadow maps (http://www.mpi-inf.mpg.de/resources/ImperfectShadowMaps/) or micro-rendering for parallel final gathering (http://www.mpi-inf.mpg.de/~ritschel/Microrendering/)? They both look great, but it's only usable in low-poly scenes.
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    Kinect Games

    Well, gay Spartans obviously can! :lol:
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    GPU Ray-tracing for OpenCL

    I've found the error: you have to check the box "Enable" at "State" to get rid of the black triangles. Watch this video around 0:15 http://www.vimeo.com/10699771
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    GPU Ray-tracing for OpenCL

    You're right, Dade. Weird, it doesn't happen on my 8600M GT. The benchmark scene can be downloaded from http://www.francescolegrenzi.com/extra/60_GPGPU/---GPU_Benchmark_v0.1_Octane_v1.02b2---.rar if anyone wants to try.
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    GPU Ray-tracing for OpenCL

    Wow, 24 MSamples/s :grin:. But I don't think you're using path tracing. There's a video that shows how to set up this benchmark scene here: http://vimeo.com/10699771 . You should use physical sun and change the material to glossy. When all the changes are applied and path tracing is used the...
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    GPU Ray-tracing for OpenCL

    There have been some performance improvements in v.1.02 over v.07a and mostly extra features, but the path tracing algorithm has stayed the same afaik, so the render output of the default scene should be identical.
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    GPU Ray-tracing for OpenCL

    Hi, the sudden boost in performance you see in v.1.02 is because this version uses direct lighting to render instead of pathtracing by default (v.07a uses pathtracing by default). To change to pathtracing, you must double click on the button "Preview Configuration" in the Graph editor, then...
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    GPU Ray-tracing for OpenCL

    Forgot to mention: octane performance is about 3.20 - 3.70 MSamples/sec for the spaceship scene on a GTX260 (same demo version, same camera view). So GTX480 is about 4.5x faster than GTX260 in path tracing.
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    GPU Ray-tracing for OpenCL

    Thank you very much CarstenS! If by broken render output, you mean the white dots in the image, that's perfectly normal for the algorithm being used (brute force pathtracing) and is commonly referred to as "fireflies". Currently they can be removed in postprocessing, but there are algorithms...
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    GPU Ray-tracing for OpenCL

    Last try: maybe an older demo version (v.07a) will work. I uploaded it to http://www.mediafire.com/?2mvtiwtj4mj Test scenes are included in this one and you don't necessarily need cuda 3.0.
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    GPU Ray-tracing for OpenCL

    Thanks Cho. I have contacted Octane's developer about the problem. Sorry for repeating myself, but are you sure you have installed the CUDA 3.0 driver (can be downloaded at http://developer.nvidia.com/object/cuda_3_0_downloads.html)? If that doesn't work, there's probably a compatibility...
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