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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 :-)
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