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Member Since 03 Oct 2000
Offline Last Active May 26 2016 07:11 AM

Posts I've Made

In Topic: Terrain Rendering

25 May 2016 - 08:36 AM

I'm trying out something similar to this currently: http://casual-effects.blogspot.co.uk/2014/04/fast-terrain-rendering-with-continuous.html

It's nice and easy to setup but haven't finished the implementation of materials etc so can't say how good it'll be. Initial perf seems plenty fast enough.



In Topic: D3D11CreateDevice freeze

04 May 2016 - 02:22 AM

If you pass in the debug flag when creating the device do you get any warning/error messages?


I remember I had a bug where running the debugger with a D3D9 game (years ago!). Not closing down correctly would occasionally leave the device in an unhappy state, causing it to fail during subsequent creation calls. I've not seen anything like that since though.



In Topic: When would you want to use Forward+ or Differed Rendering?

04 April 2016 - 02:05 PM

@ingramb - yes you're absolutely right of course. I've been trying to avoid a z-prepass by making use of instancing and bindless/texture arrays so that I can sort front to back as much as possible and avoid overdraw (via lots of small mesh pieces too), although I have yet to test if that's enough to skip it altogether in my case.

In Topic: When would you want to use Forward+ or Differed Rendering?

04 April 2016 - 05:10 AM

One thing that prevents me from jumping entirely into Forward+/clustered is screen space lighting stuff (I originally had decals on that list but MJP nicely showed that clustering those works well too!). While it's perfectly possible to apply screen space AO and reflection after a forward rendering pass, you need to worry about grabbing explicit samples and also splitting ambient/direct light (or storing a ratio perhaps) so that SSAO gets applied correctly. Neither are deal breakers but it's another thing to consider.

On the flipside, something that nudges us away from SSAO is maybe no bad thing ;).

In Topic: Shaders

01 October 2015 - 09:23 AM

I also do what Hodgman does :)