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Member Since 13 Nov 2007
Offline Last Active Nov 27 2015 03:45 AM

Topics I've Started

D3D11 WARP without swap-chain - LEAK?

14 October 2015 - 10:56 AM

Hi all!


We've had rendering on servers without GPUs (and without monitors) using DX11.0 WARP running just fine. Now that our loads have increased I noticed we run out of memory. I'm releasing all resources (mainly textures and buffers) but since we don't have any swap-chain (and hence no Present), I can't get to any other conclusion than that the resources are never actually released and linger in RAM forever, until we run out of memory. My theory is supported by similar behaviour observation with GPUs (from all vendors) where the RAM is actually freed only after a couple frames and captures by Windows Performance Recorder/Analyzer with WARP.


I tried ID3D11DeviceCtx::Flush and ClearState, both to no avail (as expected).


Can anyone comment on WARP without swap-chains? Can I render "forever" without running out of memory because I never present?


Thanks for any ideas!


EDIT: Here I see that calling Flush should help but I just don't believe it - it doesn't help me and my RAM usage never goes down.

Baking high-poly to low-poly

16 October 2013 - 05:44 AM

Hi guys.


I'm about to implement some LOD improvements for art assets and I need a few pointers. Artists will produce LOD0 (high-poly) assets (typically architecture, houses, etc.) and I need to produce LOD1 (low-poly). The low-poly mesh will be also created by art but without materials (and without textures!!!) and only with unwrap texcoords. Now the task is to "project", "capture" or "bake" the appearance of the high-poly mesh on the low-poly mesh. I'm not talking normal-maps or similar, but everything (diffuse, glossiness, metalness, emissivity, etc... not important). High-poly models feature complex shaders, possibly multi-pass, wherease low-poly will feature only a simplified material/shader. The key is to bake it so it looks close enough in distance (think 300m distant houses with some desaturation due to fog, etc).


I know that graphics packages (ZBrush, Maya, anything?) can do this somehow but I need it automated as a part of the production pipeline. I can think of a z-buffer based naive projection algorithm and about a ray-casting based algorithm, both should produce the same results and be reasonably slow :)



Have: High-poly complex textured house + colorless low-poly mesh

Want: "Snapshot" of that house mapped on low-poly approximation.


Has anyone implemented anything like this? Any papers perhaps? :)

Direct3D 11.1 and DXGI 1.2 on Windows 7

06 September 2013 - 07:50 AM

Hi comunity,


I'm having hard time finding what's the state of the partial support of D3D 11.1 and DXGI 1.2 on Windows 7 SP1 which came with the Platform Update. I'm not talking Windows 8 at all! I already went through half of MSDN and MS Technet.


Do the current NV and AMD graphics drivers already support this? Will they? Are there any features from the official "partially supported" list on Windows 7 that will not work with current HW?


Thanks for any info :)

Windows 7 WMI - can we force custom info?

13 July 2012 - 03:08 AM

Hi community!

I'm familiar with querying WMI for system info (such as win32_baseboard, ...). Now I'm wondering if it's possible at all to force custom info to WMI, so applications see something else than the things Windows normally returns (for starters, force a custom string into "win32_baseboard")? Maybe give the application a custom wmi*.dll which "returns" tampered values?

Thanks for insights

Target out-dated phones?

31 May 2012 - 08:47 AM

Hi community!

I've been playing with (an idea to make a game for) Android lately and started wondering, whether there still are phones (tables?) out there which would NOT support OpenGL ES 2.0 and GLSL ES 1.0. The game would be a pretty simple thing and probably for free (no big ambitions), however I'm not sure if it ever "pays off" trying to support horribly old devices which can do fixed-function only or are otherwise incredibly crappy. Personally I don't know anyone in my vicinity who'd have a smart-phone which can't deal with GL2 well but I have no idea what kind of people with what HW usually buy indie games on phones at all...

Stemming from DX10/11/GL3/SM4++ world, leaving fixed-function OpenGL far, far away in the deepest past's beginnings, this might probably hurt me :-D

Any insights? :-)