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TheKreature

Member Since 24 Mar 2006
Offline Last Active May 24 2014 08:50 AM

Topics I've Started

D3D11_FILL_WIREFRAME order of magnitude slower with 3xx.xx drivers?

09 December 2012 - 04:48 PM

Has anyone else noticed that D3D11_FILL_WIREFRAME is an order of magnitude slower on 3xx.xx drivers for 480, 580 and 680 cards no matter what the render state is?
The nvidia drivers have become so incredibly unstable in wireframe on consumer cards that I resorted to geometry shaders for reasonable performance several months ago. I was merely curious.

FillMode=D3D11_FILL_WIREFRAME results in no shading with nvidia 3xx.xx drivers

10 July 2012 - 03:07 PM

I have noticed that attempting to render with fillmode=D3D11_FILL_WIREFRAME and AntialiasedLineEnable=false appears to result in the rasterizer not evaluating the pixel shader with nvidia 3xx.xx drivers.

- Raster ops succeed on 296.10 drivers and previous.
- Raster ops succeed on 3xx.xx drivers with fillmode=D3D11_FILL_WIREFRAME and AntialiasedLineEnable=true.
- Raster ops appear to fail on 3xx.xx drivers with fillmode=D3D11_FILL_WIREFRAME and AntialiasedLineEnable=false.

I was wondering if anyone else has encountered the same problem?

Tested hardware:
480GTX (SLI enabled/disabled)
580GTX (SLI enabled/disabled)
680GTX (SLI enabled/disabled)

Thanks.

Windowed performance issues with OMSetRenderTargetsAndUnorderedAccessViews

03 September 2010 - 05:29 AM

Has anyone else noticed performance issues in windowed mode when binding UAV's with OMSetRenderTargetsAndUnorderedAccessViews?
I'm wondering if this is a buffer configuration, device configuration, driver, or vendor issue...
I've disabled all of the code that actually uses the UAV's. For a fairly complex scene (over a million tris with some tessellation thrown in), I'm getting 80 fps@1920x1200 in fullscreen. In windowed mode the same scene configuration plummets to around 10fps...
If I remove the OMSetRenderTargetsAndUnorderedAccessViews, the frame rate goes back to normal. I'm going to start dicking around with nsight or whatever nvidia calls it to get some proper timings, but I was just wondering if this is a known issue?

I'm also wondering if this is some windowed + UAV + sli problem.
I'm running 2x GTX480's... Anyway, experimentation awaits...

Wireframe shader without wireframe state

10 July 2010 - 06:43 AM

I have spent the last few days implementing a gregory patch tessellation system in dx11 (based on http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf)
I'm now putting together a couple of demo vides, however, due to the pathetic render speed of wireframe rendering in DX11 hardware I am looking for options to render the wire frame in the pixel shader in the same pass as I render the filled mesh geometry.
I'd prefer to not use the geometry shader, or a post process.
Does anyone know how to go about doing this?

Export Editable Spline from 3dsmax

01 March 2010 - 10:40 AM

I'm playing with creating a guide hair export system for 3dsmax. I am familiar with the sdk interfaces for MNMesh, and Mesh, however not so familiar with exporting editable splines / spline3d. Could someone recommend how to go about exporting editable splines from 3dsmax? Do you know which interfaces / class id's I should be using?

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