Recent content by zqw

  1. Z

    Disappointed With Industry

    Slight tangent... I too am getting my gaming and eyecandy from a xbox 360 for financial reasons. And, even doing some fun projects on it with XNA (love the GPU/controllers, hate the C#, math perf and garbage collection.) I oohed at the Rainbow 6 Vegas graphics, and chuckled at the...
  2. Z

    D3D9 texture paging with solid FPS (and turbo cache problems)

    FWIW: Implementing the 'D3D Init queue' that gets worked on when the draw thread has 'spare time' really smoothed things out. I wasn't able to come up with a great metric to figure out the maximum amount of work to do without impacting frame rate. If someone has one, I'd like to hear it...
  3. Z

    D3D9 texture paging with solid FPS (and turbo cache problems)

    Thanks for all the info. And yes, I was doing d3d calls from both threads with the d3d multithreaded flag. I'm in the process of moving (the calling of) all d3d code into my 'draw thread' by implementing a D3DInit queue like ERP outlined. I'm trying to avoid changing interfaces and avoid...
  4. Z

    D3D9 texture paging with solid FPS (and turbo cache problems)

    I've got a D3D9 app that needs to load textures on the fly while maintaining a solid 60fps (16.66ms) framerate. There are limited hardware targets that we control, but they are currently all low-end (5200, 6200 turbo cache) I'm pretty stuck. So, thanks in advance for any ideas/pointers...
  5. Z

    5k 'pixel shader skinned' characters at 60FPS (ATI at GDC 06)

    Does anyone have more info on the technique used, the hardware they were running in the booth, or some speculation? article: http://www.pcper.com/article.php?aid=228&type=expert&pid=3 video (you can get it w/o registering, but it's a PITA): http://www.fileshack.com/file.x?fid=8573
  6. Z

    D3D 2D exact texel to pixel *sometimes*

    Thanks for the replys. (Apoligoes for improper quoting.) >Directly Mapping Texels To Pixels: http://msdn.microsoft.com/library/de...lsToPixels.asp Yeah, I went over that and the related topics - it's what got me started on this sad path. >I highly doubt that whatever hardware you use...
  7. Z

    D3D 2D exact texel to pixel *sometimes*

    I'm creating an image processingish app in direct3D that does most work in PS2 shaders. I'm using multiple textures per pass, and the textures may be different sizes and aspect ratios - then I want to filter and stretch things to fit the window with minimal blurring. Usually, the images of the...
Back
Top