Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 01 Sep 2007
Offline Last Active Oct 23 2013 12:59 PM

#5089517 DXUT and Windows 8, application hanging on first run

Posted by on 27 August 2013 - 09:00 AM

So, it's certainly not a Windows 8 problem, but likely to be a Windows 8 + something else, as only Megamoscha could repo it. I was thinking it was an AMD issue, but seems no to be the case. The weird thing is that this not specific to my applications, but also happen to all DX SDK samples using DXUT.


I'm not sure it could be the shader compilation, the whole system became very unresponsive in my case (to the point I've just to sit and wait for it to finish), and CPU utilization is about 16% (a single thread). I think it's something going on in the GPU. For what I debugged past week, it seems to hang in a EnumDisplayDevices loop.


Many thanks for the help!

#4787200 Practical Morphological Anti-Aliasing (MLAA) source code

Posted by on 17 March 2011 - 04:44 PM

Hey guys!

As promised, we finally released the source code, in tandem with the book release:

Any comments, optimizations and suggestions are welcome :-)

Hope you like it!

#583531 Practical Morphological Anti-Aliasing on the GPU (PC and Xbox 360)

Posted by on 28 September 2010 - 03:08 AM

Hey guys,

After some years asking questions here and wasting everyone's time, now we are proud to give something back to the comunity :)

We have developed a very fast implementation of MLAA on the GPU, both for PC and Xbox 360. In PC it runs 11.8x faster than MSAA 8X (0.44ms on a 9800GTX+), and in the Xbox it only requires 3.79ms to perform anti-aliasing on a 720p image. For comparison, the God of War III implementation requires 20ms of a single SPU (4ms using 5 of them).

The technique will be published in GPU Pro 2 next year, but in the meantime, here you can find more information (we will upload the demo and the source code soon):


[Edited by - IrYoKu1 on September 28, 2010 9:46:25 AM]