• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Such1

Virtual DirectCompute

5 posts in this topic

Hey guys, I'm developing a game and one of the features I use is ComputeShader.
I would like to know if there is a way to run Compute shaders on software instead of hardware so I can still run on old hardware that
don't have ComputeShader compatibility.
0

Share this post


Link to post
Share on other sites
what are you doing with the compute shader?absolutely everything you do in a shader can be done on the cpu(software as you say),however it will be a lot slower
0

Share this post


Link to post
Share on other sites
If you use a WARP device then you can run compute shaders. It's a lot faster than a ref device but still may fall flat on its face in terms of real performance. So I'd be leery of doing it without some heavy perf testing on low-end and older hardware.It could end up being a lot faster to do those calculations CPU-side using DirectXMath (or other vector math functionality) and parallelization (e.g. PPL's parallel_for and parallel_for_each) without being a huge time-sink in terms of writing and maintaining the separate code path for non-compute class hardware.
0

Share this post


Link to post
Share on other sites
I know I could do it in the CPU. But I would like to know if I can virtualize it so I don't have to recode the whole Shader.
What I am computing is very heavy depending on the configuration.
But it depend a lot on the option you choose. I know I wouldn't have the same performace in CPU but at least it would be supported.
So I just want to know if I can run the Shader on the CPU, so I don't have to transfer the code from HLSL to c++.
0

Share this post


Link to post
Share on other sites
There's no HLSL virtual machine, or anything like that. Even if there were, the CPU/GPU synchronization would have serious performance implications. The only option would be to run *everything* on WARP device, but this would likely be slower than most GPU's.
0

Share this post


Link to post
Share on other sites
Ok, thank you, that is what I wanted. I just want to try to make it compatible. I don't care if it is with a slower performace
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0