Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Everything posted by Necrolis

  1. Necrolis

    What do with compute shaders?!

    I'm surprised no one has mentioned particle simulation yet, nvidia has a nice demo available as part of Gameworks (there is also a compute based water simulation as well in the samples collection). Compute is also great for parallel sorting, though for a game this is a little less applicable unless you sort and then use the data purely on the GPU. 
  2. nVidia is finally putting Crassin's work to use with there voxel power GI (VXGI), but other than this, it seems the trend is to supplement conventional polygonal rendering with certain voxel-based techniques.
  3. In a slightly more generalized answer: If you can attach PIX then that will help track down any specific DX API call used to perform an operation or render (as it gives you a breakdown of DX calls in a frame along with a before and after of the state and rendered frame -- in the frame capture mode). It will also help in debugging any issues you might have (though unfortunately MS saw fix to break PIX with a certain Win7 patch...). The various GPU vendors also provide similar free tools (NSight for nVidia, GPUPerfStudio for AMD and GPA for Intel).   The game might possibly call D3DPERF_SetOptions() to disable PIX, but its very easy to NOP/remove.
  4. Necrolis

    Computer Graphics Stackexchange

    Committed   <offtopic> If stack exchange isn't the most annoying implementation of single-sign-on ever deploy to customers... </offtopic>   I bound mine to a google account, never had problems since
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!