Technically, yes, no problem, just a lot of work.
Rendering the game at a higher resolution and then do propper downsampling (aka. SuperSampling) would be much easier and it would solve all visual AA problems.
Thomas
I would love to see more DirectX 11 test, like Stalker or Metro with different DX11 feature sets and maybe a couple of DirectX 11 SDK samples....
Thomas
hi,
this could be a little bit off-topic, but does anyone know a way how I cn save and restore mos of opengl's states? I know the glpushattrib/glpopattrib stuff, but here is the problem, I want to do the following:
save default
do something
save new states
restore default states
do...
HDR filtering is done only on screen aligned quads. So ddx/ddy aren't useful there, because there is no need for aniso. filtering or mipmapping. Or am I overseeing something?
Thomas
HDR is mostly an post processing effect. You simply have to render the scene into an floating point render target and do some scaling and blurring. You don't need fp blending, if you don't do any alpha blending in your scene and you don't need fp filtering if you do the "filtering" in the pixel...
;)
Well you could do a little code customising in the 2.1 version already, but only in the primary shader profile limits, which means:
max 2_0 for all shaders which have a 2_0 in their fx file
max 2_b for all shaders which have a 2_x in their fx file
max 3_0 for all shaders which have a...
It has code path for different hardware, but it uses only one for all cards. You can verify it, if you look at the code and the scripts.
You can find the source code here:
http://graphics.stanford.edu/projects/gpubench/
Thomas
For the html results, you have to run the gpubench.pl perl script, I reccomed you install cygwin (with perl, jgraph...) and let it run from there.
Thomas