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About five1mon

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  1. five1mon

    GPU video decoder

    Let me just clarify. I don't expect to gain any particular decoding power from DX12 but since the rest of the engine runs DX12 it has to be that way. Sure using CS seems like a good candidate.
  2. five1mon

    GPU video decoder

    Thanks for the reply but it's not suitable unfortunately as it doesn't support DX12 yet and as it's not open source it's not possible to modify either. 
  3. five1mon

    GPU video decoder

    Actually DX12 is not a very important requirement. In case the code is open source I can just convert it myself.
  4. Hey   I need to decompress several videos in parallel for in-game content. Preferable the input format should be as compressed as possible while the decompression process doesn't consume too much processing power. So using the GPU seems like a good idea. This need to run on all vendors of PC and XB1. So I don't want to use any Nvidia or ATI specific solution. It also need to support DX12 so I can't use Media Foundation or any closed source API that is based on DX11.   Does anyone know of some open source project or demo/sample I could look into? Preferably I would like something that works straight out of the box or some code that's well contained enough so that it's easy to port to DX12. Big plus as well if it comes with no fees for commercial use.     Thanks!
  5. Wouldn't it look "wrong" where the objects intersects the water, such as floating buoys and boats. I read about some techniques doing parallax compensation to improve the quality of cube maps, not sure if that can be used here?
  6. Hey I'm looking for a method to render reflections in ocean waves. The scene in question contains several meter high waves near a coastal harbor. Different kinds of objects are floating in the water. So I want these dynamic objects as well as the surrounding static geometric to reflect in a convincing manner. The reflection is rather distorted by ripples so some degree of inaccuracy can be accepted. Does anybody know of a good method to use for this?   Atm a variant of planar reflection is used, which looks acceptable when the waves are small to medium sized but when they're getting larger all sorts of artifacts appears. The method can't be too expensive to compute either or I won't be able to use it.     Thanks :-)
  7. Hey I’m having this problem with transparency on particles that I can’t really get my head around. It appears that bright alpha blended particles show up much more pronounced in game than dark ones. I hacked the pixel shader so that I could toggle the output RGB from darkest (0.0f) to brightest (1.0f), with alpha value identical. I would have expect both to contribute approximately the same, maybe appear a little different dependent on the background but as you can see the dark particles almost disappear:     Does anybody know why this might be happening? The platform I'm running on is PC, Directx11. I took a look in some profiling tools the black smoke are written to the colour buffer with the format DXGI_FORMAT_R16G16B16A16_FLOAT. The blend settings are:           RenderTarget[0]                   BlendEnable           1             SrcBlend   D3D11_BLEND_SRC_ALPHA             DestBlend                D3D11_BLEND_INV_SRC_ALPHA             BlendOp   D3D11_BLEND_OP_ADD             SrcBlendAlpha       D3D11_BLEND_SRC_ALPHA             DestBlendAlpha    D3D11_BLEND_INV_SRC_ALPHA             BlendOpAlpha       D3D11_BLEND_OP_ADD             RenderTargetWriteMask  D3D11_COLOR_WRITE_ENABLE_ALL   I tried with a few different blend settings with no improvement. I tried pre-multiplied alpha as well. Each particle is setup to have a small alpha value if I crank it up the dark particles appear more but that makes the bright particles over-saturated. I need to have dynamically both bright and dark particles from the same emitter as I'm applying lighting to the particles. Has anybody come across this problem before?     Thanks, Simon
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