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MJP

Member Since 29 Mar 2007
Offline Last Active Yesterday, 06:00 PM

Posts I've Made

In Topic: Question about GI and Pipelines

Yesterday, 05:15 PM

As Hodgman already explained, you can implement VCT as part of a deferred or forward renderer. However a deferred renderer will generally give you more flexibility in how you can fit into your rendering pipeline. Back when UE4 was telling everyone that they were going to use VCT, their presentations mentioned that they couldn't afford to perform the cone traces at full resolution. Instead they were were doing specular at half-resolution and diffuse even lower than that, and then upsampling. This is really only feasible with a deferred renderer, since a forward renderer typically rules out any kind of mixed-resolution shading.


In Topic: Still no DX12 Topic Prefix for the forums?

27 May 2016 - 12:49 PM

I don't think I have permission to do this, so I'll need to get in touch with the admins.


In Topic: When will SlimDX be updated so as to contain also DirectX 12 ?

27 May 2016 - 12:49 PM

Promit answered this question yesterday.


In Topic: does video memory cache effect efficiency

26 May 2016 - 03:35 PM

I think you'll find more results if you search for "GPU cache" instead of "video memory cache". This is because the cache structure is really a part of a GPU and not its onboard memory, and also because the term "video memory" is pretty outdated.

 

Unlike CPU's, there's no generic cache structure that's used by all GPU's. Instead GPU's have a mixture of special-case and general-purpose caches where the exact number and details can vary significantly between hardware vendors, or even across different architectures from the same vendor. They also tend to be much smaller and much more transient compared to the CPU caches. CPU's actually dedicate a relatively large portion of their die space to cache, while GPU's tend to dedicate more space to their SIMD ALU units and corresponding register files. Ultimately this all means that the cache behavior ends up being different then what you would expect from a CPU with large L1/L2 caches, and you can't always apply the same rules-of-thumb.


In Topic: How to organize worlds/levels as seen in the new Doom

22 May 2016 - 02:39 PM

The new Doom uses Umbra, it says so right when you start up the game.

 

A lot of games still use some form of PVS, but probably not based on BSP's like in the Quake days. The games that I have worked on used manual camera volumes where the set of visible meshes/lights/particles/whatever was computed at build-time based on generated or hand-placed sample points. Other games compute visibility completely at runtime by rasterizing a coarse depth buffer on the CPU, and then testing bounding volumes for visibility. Some newer games are moving towards doing all occlusion culling and scene submission on the GPU.


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