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Member Since 08 Sep 2011
Offline Last Active Today, 04:03 PM

#5263231 8x FSAA not working on render targets

Posted by Mona2000 on 23 November 2015 - 03:26 AM

He means when the sample count is set to 8, obviously.

#5262054 d3d12: which debug tools to use?

Posted by Mona2000 on 14 November 2015 - 04:57 PM

I had the "d3d12 graphics debugger is 1000x slower than it should be" bug as well, it went away recently (possibly because of the large windows 10 update that got released a couple of days ago).

#5259187 d3d12: which debug tools to use?

Posted by Mona2000 on 26 October 2015 - 02:57 PM

RenderDoc (https://github.com/baldurk/renderdoc) is another great option - it was developed by CryTek, then released for free. Now it's maintained as an open-source project, but includes most of the functionality you mentioned wanting.

It doesn't support d3d12.

#5257972 PhysX VS2013/_MSC_VER=1800 build and Visual Debugger woes

Posted by Mona2000 on 19 October 2015 - 02:27 PM



It has source code and projects for VS2013 (easily upgradable to VS2015), Linux and Mac.

#5257865 Supporting DirectX version(s)

Posted by Mona2000 on 19 October 2015 - 02:12 AM

Let's be realistic here

- he specifically said pc so no playstation and mobile

- it's unlikely that he will be targeting xbox360 if xboxes are a maybe in the future

- his game probably needs to draw more than 5 polygons, so older gmas are out
- the non-western market (which is pretty much cis and asia) is a huge decision tree where most of the paths end up in "nobody cares about you game" and "your game has a 100% piracy rate and you gain nothing" if you don't have connections
- xbone doesn't need a separate path unless you plan to do optimizations that are likely beyond a hobbyist (can't really be discussed because nda)
- d3d12 is still in development and is currently very buggy, the tools are not on par with d3d11, and the debug layer is a mess (at least on nvidia)
So yes, d3d11 with a feature level of 10 or 10.1 sounds like a good place to start.

#5256589 Flickering geometry

Posted by Mona2000 on 10 October 2015 - 04:37 PM

The view holds a reference to the texture.

#5256273 C# Garbage Collection and performance/stalls

Posted by Mona2000 on 08 October 2015 - 02:29 PM

With Mono you can also run the GC in asynchronous mode and prevent major garbage collections from happening in the middle of your code (Mono.Runtime.SetGCAllowSynchronousMajor). It's no magic remedy, but it can help in games.

#5255486 Access Violation Errors

Posted by Mona2000 on 04 October 2015 - 02:47 AM

Sounds like your device is in a lost state after creation and you are not handling it. Calling reset is not enough, there are additional steps required (like freeing all resources in the default pool). Check this article for more info: https://msdn.microsoft.com/en-us/library/windows/desktop/bb174714(v=vs.85).aspx

Welcome to the worst part of D3D9. Or if you don't care about Windows XP, just switch to D3D9Ex and forget about lost devices.


#5250664 Does anyone know which OpenGL state did I screw up?

Posted by Mona2000 on 05 September 2015 - 01:28 AM

Fill mode. Second argument in glPolygonMode, should be GL_FILL instead of GL_LINE.

#5248752 sRGB on diffuse textures or gbuffer color texture?

Posted by Mona2000 on 25 August 2015 - 07:22 AM

Also that whole part about D3D not having integer formats is complete hogwash.

#5248419 How to work with legacy textures using DirectX11?

Posted by Mona2000 on 23 August 2015 - 03:08 PM

8bppIndexed: I guess it's not supported and needs to be manually decoded, but I'm not entirely sure.

16bppArgb1555: DXGI_FORMAT_B5G5R5A1_UNORM. Requires feature level 11.1 and Windows 8, else it needs to be converted manually.

16bppRgb555: I only count 15bpp. If that's the case same as above (alpha is ignored), if you meant 565 then DXGI_FORMAT_B5G6R5_UNORM. Same requirement as above.

24bppRgb: not supported, needs to manually converted to 32bpp and loaded as DXGI_FORMAT_B8G8R8X8_UNORM

#5247370 Vulkan is Next-Gen OpenGL

Posted by Mona2000 on 18 August 2015 - 06:21 AM

Interesting links. Basically the only big change between Mantle and Vulkan is the render pass grouping, for tiled architecture friendliness.

#5247079 Vulkan is Next-Gen OpenGL

Posted by Mona2000 on 17 August 2015 - 05:08 AM

@mona2000 you're still coding DX only? Sounds like a endangered species to me. Good luck with that...


PS: Linux is also PC


Nice assumption, also incorrect; I work with both D3D and OpenGL. I know it's mind-blowing to think that somebody who works with OpenGL doesn't worship it blindly, but I can assure you it sometimes happens.
I'm interested in Vulkan for its potential to unify several platforms, and I don't like their current strategy because it looks like it's gonna lead to an even more fragmented ecosystem instead (from Windows: D3D, Linux/Mac/iOS/Android: OpenGL to Windows: D3D, Mac/iOS: Metal, Linux/Android: Vulkan). Oh well.

PS: unfortunately Linux is insignificant and will remain like that until some people don't change their destructive attitudes. Funnily enough, your endangered species threat reminds me of "Linux is the future (of desktops)", a phrase that I've been hearing for the last 25 years or so.

#5246883 Vulkan is Next-Gen OpenGL

Posted by Mona2000 on 16 August 2015 - 06:21 AM

I would say it's the other way around, if they were shortsighted they would just have released long ago. They're holding off to get 10 different vendors to agree on compliance that fits 20 different software teams, in order to not have to redo everything again.

That's exactly what they said of Longs Peak.

#5246877 Vulkan is Next-Gen OpenGL

Posted by Mona2000 on 16 August 2015 - 05:36 AM

It's very clear by now that Vulkan is Mantle 1.1, so I don't get how they managed to get beaten by MS yet again.

Is extreme shortsightedness a requirement for joining Khronos? Do they fight at meetings instead of working?