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51
3D-Tech News Around The Web / Cache And How To Work For It
« Last post by JeGX on June 18, 2015, 01:19:08 PM »
Quote
The Cache is always trying to guess what memory you’ll need to have before you request it, this prediction is called Cache Prefetching. This is why when working on an array it’s best to go through in sequential order instead of randomly jumping through, as the Cache Prefetcher will be able to guess what you’re using and have it ready before you need it. Cache loads things in groups of 64 bytes. The size is CPU-dependant and can be checked under your CPU’s specification under Cache Line size, although it’s typically 64 bytes. This means that if you have an array of integers and you grab 1 of those integers, the cache has also grabbed the Cache Line that it sits on. Grabbing the next integer stored next to it will be a Cache Hit and subsequently extremely fast. The alignment of the Cache Line will always be a multiple of the Cache Line's size, meaning that if you fetch memory at 0x00 (0) then what will be cached is everything between 0x00 (0) and 0x40 (64) and if you fetch something at 0x4F (79) then you’ll get everything between 0x40 (64) and 0x80 (128).

Full article: http://www.gamedev.net/page/resources/_/technical/general-programming/cache-and-how-to-work-for-it-r4020
52
English forum / Re: GLSL Hacker 0.8.4
« Last post by JeGX on June 18, 2015, 11:03:28 AM »
The only limitation is that you won't be able to use Python in your demos. That's all. All features are available in Lua and Python so the Python plugin is not mandatory.

Now if you want to play with Python, you have to install the latest Python 2.7 64-bit :

- https://www.python.org/ftp/python/2.7.10/python-2.7.10.msi


I have to look at this issue in a near future...



53
English forum / Re: 120 demos converted and counting...
« Last post by JeGX on June 18, 2015, 10:57:13 AM »
I'll try to post a demo asap that displays several images that should help you.
54
3D-Tech News Around The Web / Killing Floor 2 is First with NVIDIA FleX
« Last post by JeGX on June 18, 2015, 10:32:57 AM »
Quote
In the horror genre, gore and guts are commonplace. And the folks at Tripwire Interactive are using our technology to take the gore in their new horror survival game to a new level. In Killing Floor 2, you must fight your way through waves of mutated specimens, called Zeds. The longer you fight, the messier things get.

The three foundations of the game’s initial design mantra were “Bullets, Blades and Blood.” And that lead to the creation of the M.E.A.T. (massive evisceration and trauma) system to depict dynamic gore, blood splatter and detailed graphic violence. To get the M.E.A.T. just right, Tripwire made Killing Floor 2 the first game to use our NVIDIA PhysX FleX technology for soft tissue and fluid interaction. That’s geek for guts and blood splatter.


Links:
- A Bloody Masterpiece: Killing Floor 2 is First with NVIDIA FleX

- NVIDIA Flex SDK v0.8
55
English forum / Re: GLSL Hacker 0.8.4
« Last post by rostfrei on June 18, 2015, 07:56:29 AM »
I found the answer in this thread http://www.geeks3d.com/forums/index.php/topic,3699.0.html. gumlym found the solution. plugin_gxl_python_27_x64.dll plugin causes this.

So which functionality will be limited without this plugin?

Br
56
English forum / Re: GLSL Hacker 0.8.4
« Last post by rostfrei on June 18, 2015, 07:43:14 AM »
Hi,

I never used GLSL hacker so I'm not sure if I'm doing something wrong. I downloaded latest 64 bit windows version, extracted it and started GLSLHacker.exe. Nothing happens. No warning, error whatsoever. It just doesn't start. Then I tried to start it trough command prompt and still nothing.

Code: [Select]
C:\Program Files\GLSLHacker_win64>GLSLHacker.exe

C:\Program Files\GLSLHacker_win64>GLSLHacker.exe /?

C:\Program Files\GLSLHacker_win64>app_start_opengl_viewer.bat

C:\Program Files\GLSLHacker_win64>rem All command line parameters: http://www.geeks3d.com/forums/index.php/topic,3066.0.html

C:\Program Files\GLSLHacker_win64>start GLSLHacker.exe /demofile="apps/OpenGLViewer/gl-320-oglviewer_moon3d.xml"

C:\Program Files\GLSLHacker_win64>app_start_polygon_3d_object_viewer.bat

C:\Program Files\GLSLHacker_win64>rem All command line parameters: http://www.geeks3d.com/forums/index.php/topic,3066.0.html

C:\Program Files\GLSLHacker_win64>start GLSLHacker.exe /demofile="apps/Polygon3DViewer/polygon_gl3.xml"


What else can I do? How can I investigate further?

Br
57
3D-Tech News Around The Web / NVIDIA Decoupled Coverage Anti-Aliasing
« Last post by Stefan on June 17, 2015, 04:56:30 PM »
Decoupled Coverage Anti-Aliasing

 In this paper, we present Decoupled Coverage Anti-Aliasing (DCAA), which improves upon MSAA by further decoupling coverage from visibility for high-quality geometric anti-aliasing. Our work is based on the previously-explored idea that all fragments at a pixel can be consolidated into a small set of visible surfaces. Although in the past this was only used to reduce the memory footprint of the G-Buffer for deferred shading with MSAA, we leverage this idea to represent each consolidated surface with a 64-bit binary mask for coverage and a single decoupled depth value, thus significantly reducing the overhead for high-quality anti-aliasing. To do this, we introduce new surface merging heuristics and resolve mechanisms to manage the decoupled depth and coverage samples. Our prototype implementation runs in real-time on current graphics hardware, and results in a significant reduction in geometric aliasing with less memory overhead than 8× MSAA for several complex scenes.
58
English forum / Re: 120 demos converted and counting...
« Last post by Stefan on June 16, 2015, 09:13:32 PM »
Besides Shadertoy conversions the update contains shaders from GLSL.IO
Thanks to aiekick at Shadertoy who made the formula "float progress = sin(iGlobalTime*.5)*.5+.5;"

At GLSL.IO the pictures are pumped into the pipeline via JavaScript.
Don't know how to do that in GLSL Hacker, so i'm limited to 2 pictures.

59
3D-Tech News Around The Web / Yu Suzuki On Board For Shenmue 3 Kickstarter
« Last post by Stefan on June 16, 2015, 03:54:40 PM »
Quote
Yu Suzuki On Board For Shenmue 3 Kickstarter

Last night ... Sony invited Shenmue director Yu Suzuki onstage to announce that they would be funding and publishing Shenmue III on PS4 he would be Kickstarting the sequel and releasing it on PC and PS4. The campaign has already raised almost $1.8m of a $2m target.

...the final (?) installment of Shenmue is one of gaming’s Holy Grails...

All four 10000$ slots are already sold :P


60
3D-Tech News Around The Web / Apple Metal Performance
 Optimization Techniques
« Last post by Stefan on June 15, 2015, 05:03:40 PM »
Quote
Summary

Metal System Trace offers a new insight into Metal app performance

• Use in conjunction with Xcode to profile early and often


Follow Metal best practices to maximize app performance

• Create expensive objects upfront and reuse

• Buffer dynamic shared resources

• Acquire the drawable at the latest opportunity

• Don't waste render command encoders

• Consider multithreading if still CPU-bound

Download whitepaper
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