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# what is a fweddle?

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Got some basic tone mapping up and running this evening:

It still needs some work, but it's slightly better than these two shots:

Upon further investigation, the above two are the results of forgetting an exp() at the end of the luminance measurements.

In other news, I've been working on my D3D10 code as well this evening. I found an absolute beauty [lol]

D3D10 allows us to request a number of performance counters, whether this information is actually useful probably won't be known until some real hardware and drivers are available - but it does open up some interesting possibilities (dynamic load balancing?).

As part of the API you can request information/descriptions regarding the counters, resulting in something along the lines of:
Device Counter Information:	Largest device dependent counter ID: 3	Number of detectable parallel units: 1	Number of simultaneous counters: 4IntializeDirect3D() - Device independant counters:	Counter 1		Name: GPU Idle		Units: fraction		Description: A well-known counter to estimate the fractional amount of time for which the GPU was idle.		Returned data type: 32 bit Floating Point		Counters created: 1	Counter 2		Name: Vertex Processing		Units: fraction		Description: A well-known counter to estimate the fractional amount of time for which the GPU was workingon vertex processing.		Returned data type: 32 bit Floating Point		Counters created: 2	Counter 3		Name: Geometry Processing		Units: fraction		Description: A well-known counter to estimate the fractional amount of time for which the GPU was workingon geometry processing.		Returned data type: 32 bit Floating Point		Counters created: 2	Counter 4		Name: Pixel Processing		Units: fraction		Description: A well-known counter to estimate the fractional amount of time for which the GPU was workingon pixel processing.		Returned data type: 32 bit Floating Point		Counters created: 2	Counter 5 has no available information...	Counter 6 has no available information...	Counter 7 has no available information...	Counter 8 has no available information...	Counter 9 has no available information...	Counter 10 has no available information...	Counter 11 has no available information...	Counter 12 has no available information...	Counter 13 has no available information...	Counter 14 has no available information...	Counter 15 has no available information...	Counter 16 has no available information...	Counter 17 has no available information...	Counter 18 has no available information...

Now it gets interesting when you can query for information on device dependent counters. Because there are no D3D10 devices available yet, my code just requests information on the 3 that the reference rasterizer apparently exposes:
IntializeDirect3D() - Device dependent counters:	Counter 1		Name: Fweddle Counter 0		Units: fweddles		Description: Fweddles occur when a snargle runs out of botyuts. The less fweddles the better. Better botyut management reduces fweddle occurance.		Returned data type: 64 bit Unsigned Integer		Counters created: 1	Counter 2		Name: Fweddle Counter 1		Units: fweddles		Description: Fweddles occur when a snargle runs out of botyuts. The less fweddles the better. Better botyut management reduces fweddle occurance.		Returned data type: 32 bit Unsigned Integer		Counters created: 1	Counter 3		Name: Fweddle Counter 2		Units: fweddles		Description: Fweddles occur when a snargle runs out of botyuts. The less fweddles the better. Better botyut management reduces fweddle occurance.		Returned data type: 16 bit Unsigned Integer		Counters created: 1

This deserves to be emphasised:
Quote:
 Fweddles occur when a snargle runs out of botyuts. The less fweddles the better. Better botyut management reduces fweddle occurance.

1. What is a fweddle?
2. What is a snargle?
3. What are botyuts?
4. When will I see hardware reviews with "fweddles per second" as the primary benchmark?

I guess it's just because it's early/preview code and some sort of placeholder. But still, it made me do a double-take and laugh [lol]

Jack

Quick response: they don't exist. That's pretty lol though. I wonder if they have a job where you just sit around and think up placeholder names? [grin]

What the...

I really need to dig out some spare parts and make a Vista machine to play with D3D10...

Quote:
 I wonder if they have a job where you just sit around and think up placeholder names?
That'd be a pretty sweet job [smile]

Quote:
 I really need to dig out some spare parts and make a Vista machine to play with D3D10
Yes, yes you do indeed. I'm working on the simple stuff right now - just getting my head around the API before I jump into the high-end effects, and it's a pleasure. Much more refined than D3D9.

Jack

Are you using normal mapping there? If so, how are you calculating
the tangent space?

Let me be the first to say that it's fweddle-snargling-botyutingly awesome.

Quote:
 Fweddles occur when a snargle runs out of botyuts. The less fweddles the better. Better botyut management reduces fweddle occurance.

=

Quote:
 Page switches occur when a texture runs out of sequential memory blocks. The less page switches the better. Better sequential memory block management reduces page switch occurance.

?

Quote:
 Are you using normal mapping there? If so, how are you calculating the tangent space?
I use D3DXComputeTangentFrameEx()

@Cypher19 - that does in fact make some sense [oh]

Jack

Quote:
 [18:23] btw RB, did you read Jollyjeffer's journal today? [18:24] nope [18:25] http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=316777&reply_id=2487489 "Fweddles occur when a snargle runs out of botyuts. The less fweddles the better. Better botyut management reduces fweddle occurance. [18:25] What the HELL does that mean? [18:25] Cypher: lol he called GetCounterInfo [side note: He said this way too fast to have read the context surrounding the fweddles quote] [18:26] I'm guessing that it's some obfuscated description of virtual memory in D3D10 [18:26] or is that just one of you guys typing gibberish? [18:26] uhm... pretty much [18:27] pretty much to which one? [18:27] :P [18:27] ...

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