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Member Since 16 Feb 2000
Online Last Active Today, 06:09 AM

Posts I've Made

In Topic: Game content source repository?

23 June 2014 - 10:40 PM

Perforce. I don't think there is anything out there that is going to touch it for this purpose.

In Topic: Another 'building a PC' thread

12 June 2014 - 04:35 AM

I built a near identical system earlier this year with the only differences being the mobo (well nearly the same it's an ASUS Z97-Pro) and case. I just wanted to pipe in that I HIGHLY recommend the Corsair Carbide 540 case as this has been by far the best PC case I have ever worked with.

In Topic: After learning basics of C++

04 June 2014 - 06:10 PM

deleted, I misread an above comment :)

In Topic: No Low Level Programming is better ?, Please explain this then ?

11 March 2014 - 10:32 PM

They claimed they were going to put a voucher program or something similar in place where you could send in your games to get a voucher so you could download them without paying again, but that never happened. 
When they dropped PS2 compatibility in the PS3, they claimed it was to save money, but some believe it was because the PS2 was still selling and PS3s playing those games was hurting the sales they could make on the PS2.


Do you have a reference/link to this voucher program rather than just making a claim? In fact Sony has run two such programs that were very specific, one that was for the PSP and the latest which was the PS3->PS4 upgrade vouchers for launch window titles. 


Regarding compatibility Sony cut the emotion engine from the original PS3 fabrication in order to lower cost which is what consumers demanded over backwards compatibility. Not to mention your statement makes absolutely no sense because Sony makes money on software licensing and not hardware sales, so it is actually in their best interest to be backwards compatible and sell PS2 games to PS3 owners.

In Topic: Large textures are really slow...

03 March 2014 - 05:25 PM

Sorry what I meant was that it is better to actually alpha blend using 1.0 rather than using discard, but I worded it improperly calling it a null blend. Basically do everything humanly possible before resorting to using discard / depth testing on any PVR chipset, as well as a most other mobile GPUs (I don't have experience with the nVidia chips so I have no idea on those). As soon as the driver cannot rely on every pixel being drawn it is forced to take a more complex and therefore slower render path disabling many key TBDR optimizations.


EDIT: also looking at the problem set in this thread I would definitely recommend using tessellated geometry reducing the amount of overdraw as much as possible. I had to do this on a project that supported iPad1 as fill rate was not exactly ideal with that hardware.