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Member Since 02 Apr 2012
Offline Last Active Feb 11 2016 02:49 AM

Posts I've Made

In Topic: GPU video decoder

12 November 2015 - 03:15 PM

Let me just clarify. I don't expect to gain any particular decoding power from DX12 but since the rest of the engine runs DX12 it has to be that way.

Sure using CS seems like a good candidate.

In Topic: GPU video decoder

12 November 2015 - 03:12 AM

Supporting Direct3D 11 Video Decoding in Media Foundation
Check the XB1 documentation to see what APIs it supports.

Thanks for the reply but it's not suitable unfortunately as it doesn't support DX12 yet and as it's not open source it's not possible to modify either. 

In Topic: GPU video decoder

11 November 2015 - 12:19 PM

Actually DX12 is not a very important requirement. In case the code is open source I can just convert it myself.

In Topic: The best method to use for reflection on ocean waves

08 September 2013 - 02:39 PM

Well if the surrounding geometry is static and the scene is large enough, you could build a cubemap or an envmap of it, and then sample it while doing reflection of your ocean waves and floating objects (and apply fresnel as needed) which would be a pretty good approximation I think. Not sure how expensive that would be, how often does the geometry around the water change?

Wouldn't it look "wrong" where the objects intersects the water, such as floating buoys and boats. I read about some techniques doing parallax compensation to improve the quality of cube maps, not sure if that can be used here?

In Topic: Is it possible to obtain what flags a shader was created with?

27 July 2012 - 05:56 AM

I kind of agree with you and if I was in charge I prob implement something similiar. Just the way the system is setup atm, we submit compiled shaders and I was just looking into solving the problems with assuring a standard for what flags been used when building.