Thank you for admitting your agenda. And congratulations to Intel for releasing their SDK source code on GitHub. We have a different mechanism for providing SDK source access to game developers.
No. I'm arguing isoline tessellation is not efficient for hair rendering on any HW.
Sorry to hear this was your experience. I disagree about "as buggy as unconvincing as it can get" though. While there were definitely a few issues the overall experience was great on most configurations able to...
You need three things to generate high-quality hair rendering:
* Anti-Aliasing
* Self-Shadowing
* Translucency sorting
Without those three elements you will not manage to get a high-quality next-gen implementation. OIT is essential for the quality of the end-results. Techniques relying on...
From memory (no guarentee it will work!):
You need to take into account half-a-texel in your texel-space texture coordinate calculations - this is because D3D11 sampling rules are at pixel centre. Thus:
float2 vTexelTexcoords = vNormalizedTexcoord * vTextureSize.xy - float2(0.5, 0.5)...
I personally believe that this kind of event is detrimental to women in the long run - how can you claim equality with men when such gender-specific celebrations exist?
The HomePlugAV version of the technology is supposed to achieve up to 200Mbps network speed, depending on the quality of your electrical wiring. I personally tried a slower version (85Mbps) and managed about 53Mbps according to the provided software. Very easy to install and use.
I tend to...
Have you heard about Homeplug AV? This uses the electrical signal in your house to carry the network signal. This may be your best option if you're after installing the fastest network without drilling holes for CAT5 cable.
I remember when Hans Zimmer got robbed from the best soundtrack Oscar for Gladiator; this was such a huge mistake (instead it went to Crouching Tiger Hidden Dragon). For me the Gladiator soundtrack is his best work yet.
Why are you using words such as "messed up", and "underpowered" when referring to the decision of going with a PowerVR-based design over a Voodoo3?
Surely you're not blaming the death of the Dreamcast on the graphics chip are you? What makes you think a Voodoo3 design would have fared otherwise?
I just realized you have alpha blending enabled when rendering to your 3 MRTs; check whether the D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING cap is exposed in your graphic card (what graphic card are you using?). If not, then blending when more than 1 RT is bound will be undefined.
If the cap is...
What are the formats of the three render targets you're outputting to? Unless you're using a DX10-class graphics card there is a very good chance that your GPU doesn't expose the "MRT independant bit depth" cap, in which case you won't be allowed to bind e.g. a R16G16B16A16F render target in...
The pseudo-code you showed shouldn't impact multi-GPU performance as long as the same sequence of events is rendered every frame. The key message for obtaining optimal multi-GPU performance is to avoid any frame dependencies, i.e. every frame should be self-contained. A frame dependency occurs...
As opposed to all the remaining titles with benchmark modes that are part of the TWIMTBP program? :roll:
Maybe ATI should be issueing statements about each of them too, so that they can get people to doubt their validity?
The other point not mentioned here that makes DX10.1 Deferred Shading + MSAA more efficient is the ability to execute a pixel shader per sample. If you don't have that (DX10.0) you are reduced to resolving on-the-fly (which has edge quality problems when optimized light volumes are used and...