Jump to content

  • Log In with Google      Sign In   
  • Create Account

Nikko_Bertoa

Member Since 24 Feb 2008
Offline Last Active May 23 2016 10:36 AM

Posts I've Made

In Topic: [D3D11] Vertex Shader vs Instancing vs Geometry Shader

30 April 2016 - 02:25 PM

Hi Dongleberry.

Having a large static buffer is a good idea. I should test that too. I think performance will not change too much because I am not moving a lot of data from GPU to CPU in Instancing Technique.

Source code is in https://github.com/nicolasbertoa/D3DBase. Feel free to modify and make your own tests.

In Topic: [D3D12] Initialization

30 April 2016 - 10:49 AM

@AdamMiles and @Alessio1989

 

Thanks for your comment! That is true. My article talks about MSAA but I am using 1U instead of 4U because boolean variable to enable MSAA is in false by default.

 

This post explains exactly what you said

 

http://www.gamedev.net/topic/675321-d3d12-enabling-msaa/

 

I will update the article. Thanks for teaching me about that.


In Topic: [D3D12] Initialization

30 April 2016 - 06:34 AM

Thanks! I will check your links too

In Topic: [D3D11] Vertex Shader vs Instancing vs Geometry Shader

30 April 2016 - 06:33 AM

Thanks :)

In Topic: Multithreading exercise - Bouncing particles

30 April 2016 - 06:32 AM

Hi hodgman.

In #3 I tried to do that.
1 thread - rendering
1 thread - uses parallel for from intel tbb to execute simulation in parallel

Once I learn D3D12, I want to implement simulation in compute shader and compare with these solutions and between D3D11 and 12

PARTNERS