We are releasing the complete current implementation of the ATTILA GPU simulator and OpenGL and Direct3D9 API framewoks.
You can find the package with the released source code, more details and D3D9 traces in the ATTILA Wiki.
The games from which we have captured traces and rendered (more or less correctly) frames are:
OpenGL : Unreal Tournament 2004 (using the old OpenGL implementation), Doom3, Quake 4, Prey, Enemy Territories : Quake Wars (OpenGL implemenation based on ACDL)
Direct3D9 : Half Life 2, Crysis, Crysis Warhead, Call of Duty 2, Unreal Tournament 3, Burnout, GRID, Left for Dead, Need for Speed Underground, Wolfenstein 3D, Mirror's Edge, S.T.A.L.K.E.R., StarCraft II.
Other games, applications, features or frames different than the ones we have used may work or not as usual.
Not really useful for anyone not doing a PhD or similar but you could still try the emulator with a D3D9 PIX trace for the fun of it. The ATTILA emulator implements the same functionality than the simulator but removes the timing model and works as a kind of slow buggy alternative to the Microsoft Reference Rasterizer. Of course we are not a reference for anyone . We mostly used it to debug the D3D9 implementation because it was way faster than the simulator (30 minutes to a couple hours per frame compared with 2 hours to 12 hours or more per frame for example). Quite far from real-time though.
If you are interested or have questions you can use this thread or, more likely it will get an answer, send a mail about problems or implementation details to the ATTILA mail list.
Examples of frames rendered on the simulator or emulator:
Crysis
Unreal Tournament 3
Crysis Warhead
S.T.A.L.K.E.R.
StarCraft II (for an example of something not working as it should)
You can find the package with the released source code, more details and D3D9 traces in the ATTILA Wiki.
The games from which we have captured traces and rendered (more or less correctly) frames are:
OpenGL : Unreal Tournament 2004 (using the old OpenGL implementation), Doom3, Quake 4, Prey, Enemy Territories : Quake Wars (OpenGL implemenation based on ACDL)
Direct3D9 : Half Life 2, Crysis, Crysis Warhead, Call of Duty 2, Unreal Tournament 3, Burnout, GRID, Left for Dead, Need for Speed Underground, Wolfenstein 3D, Mirror's Edge, S.T.A.L.K.E.R., StarCraft II.
Other games, applications, features or frames different than the ones we have used may work or not as usual.
Not really useful for anyone not doing a PhD or similar but you could still try the emulator with a D3D9 PIX trace for the fun of it. The ATTILA emulator implements the same functionality than the simulator but removes the timing model and works as a kind of slow buggy alternative to the Microsoft Reference Rasterizer. Of course we are not a reference for anyone . We mostly used it to debug the D3D9 implementation because it was way faster than the simulator (30 minutes to a couple hours per frame compared with 2 hours to 12 hours or more per frame for example). Quite far from real-time though.
If you are interested or have questions you can use this thread or, more likely it will get an answer, send a mail about problems or implementation details to the ATTILA mail list.
Examples of frames rendered on the simulator or emulator:
Crysis
Unreal Tournament 3
Crysis Warhead
S.T.A.L.K.E.R.
StarCraft II (for an example of something not working as it should)