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Triangles-PCT

Member Since 23 Oct 2011
Offline Last Active Today, 03:05 AM

Posts I've Made

In Topic: Client systems: Cpu, Gpu, Memory, Hd, or Internet

09 January 2015 - 09:31 PM

 Super CPU: many applications are memory bound, but mine happens to be compute heavy.

   CPU compute is preferable to me since there is less latency between the serial and vector code & you don't have to write against some terrible GPU API. 

   And presumably this super CPU has more & better cache.  Wider vector lanes, many core, and more instructions per cycle pls.


In Topic: I need to fill about 6MB of memory per frame, fast algor needed

08 October 2014 - 06:31 PM

 std::vector<bool> happens to be implemented using bits instead of bytes, so you might as well use that instead of hacking in your own implementation on top of it.


In Topic: LOD in modern games

15 September 2014 - 03:51 PM

 I am wondering. When it says a card supports 1/2/4 primitives per clock..

 

Does this mean that those primitives must be within the same 8x8 block? Or the exact opposite?

If I'm rendering pixel sized triangles, and 4 of them land in the same 8x8, can it only do one at a time? 

 

 Also I'd like it if future GPU's might offer the ability to disable the mandatory 2x2 triangle blocks(used for derivatives), since not all shaders require them, and in particular the stuff I'm working on does not;)

 

 I have a project that supports a variable # of primitives per pixel.

From testing, it does drop significantly as I approach 1/1 ratio, although it is still playable.

Since the GPU screws me with the 2x2 quad thing, for near 1/1 ratio scenes I've found that doing super sampling isn't very expensive ;0


In Topic: Storing Objects With The Same Base Class In Vector

02 September 2014 - 09:00 AM

 The code seems pretty fishy to me, but at the very least replace this:

 

std::vector<std::vector<GUI_Model*>> pages

 

With:

 

std::vector<std::vector<std::unique_ptr<GUI_Model>>> pages

 

If you want to store these types by value in the container, and you have a known # of them, you can use boost:variant.

 

 


In Topic: VS2013 IDE/intellisense + VAX + performance (a kind of a rant-question-thing-...

22 August 2014 - 01:51 PM

 Runs fast and responsive for me. 

 Just using Update 2 here, Update 3 broke some aspects of initializer list syntax so I've avoided it.

 

 My PC : i7 4770k


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