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jcabeleira

Member Since 24 Sep 2003
Offline Last Active Sep 12 2014 07:57 AM

Posts I've Made

In Topic: Screenshot of your biggest success/ tech demo

04 May 2014 - 02:59 PM

 

 

Unfortunately it won't run on AMD cards due to their buggy drivers.

That’s what NVidia wants you to think. In fact, it only works on NVidia because their drivers let you get away with more than they should.


L. Spiro

 

 

I'd say that the truth is nearer to somewhere in-between the two.

 

 

You're absolutelly correct, it's a bit of both. I don't want to turn this thread into an NVIDIA vs AMD discussion so I'll be brief:

The demo was originally coded an tested on an NVIDIA. Later, I re-tested it on an AMD and concluded that I was doing a few things I shouldn't which NVIDIA drivers let me get away with. After these issues were fixed I expected the demo to run but instead stumbled at a bug on the AMD driver implementation of Shader Buffer Objects. The problem was discussed in this thread at opengl.org. 

This is why the demo has no compatibility whatsoever for AMD boards, their support for new OpenGL extensions was so bad at the time that I didn't even bothered applying the corrections I made (to remove weird NVIDIA stuff) to the demo that is available for download. All this was about 1 year ago, AMD has probably released new drivers in the meantime and maybe they have already fixed the problem.


In Topic: Screenshot of your biggest success/ tech demo

30 April 2014 - 04:45 AM

 

Here is the result of sweat and tears. It's my pride and joy! smile.png
 
SerenityRevisited1.jpg


Looks very good, do you have a video or realtime download somewhere?

 

 

Thank you, you can find both the video and demo here http://www.voltaico.net/gamesdemos.html.

 

I hope you can run the demo since it has strict hardware requirements, it needs an Nvidia GTX 680 or above. Unfortunately it won't run on AMD cards due to their buggy drivers.


In Topic: Screenshot of your biggest success/ tech demo

29 April 2014 - 10:26 AM

Here is the result of sweat and tears. It's my pride and joy! smile.png

 

SerenityRevisited1.jpg


In Topic: Dijsktra and STL Priority Queues

28 October 2013 - 03:38 AM


If you don't want duplicates in your priority queue, you'll have to write your own so you can update an existing element. Priority queues are actually pretty easy to write.

 

Many thanks, I followed your advice and implemented a binary heap myself and I got nice results. My custom heap allows to update existing items which is very convenient for pathfinding and gives a big performance boost in comparison to STL containers which cannot update items (forcing me to remove items and re-insert items just to re-sort them).

I definitely recommend using a custom well implemented priority queue for pathfinding if performance is important.


In Topic: Voxel Cone Tracing Experiment - Part 2 Progress

18 October 2013 - 10:29 AM

 

I would ditch all screenspace hacks If I would have voxel data structure some where already...

 

The problem is computation and memory cost go up quite quickly with increased voxel resolution, and he's only getting that with a small room. Ideally you'd have say, a 16 square kilometer grid centered around the player. Which is going to cost more than enough by itself, without getting into the same voxel resolution as screen resolution.

 

 

Screen space effects are still useful for voxel cone tracing because the voxels often don't have enough resolution to provide finner details. For instance, ambient occlusion generated naturally by the cone tracing tends to look a bit washed out due to the lack of geometric detail and thus can benefit from SSAO to give finner details.

Same thing goes for reflections, if you want sharp reflections you'd need very small voxels which is impractical and expensive, in this case screen space reflections can help a lot. However, for blurred reflections voxel cone tracing is very good.


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