Alessio1989

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About Alessio1989

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  1. This. I just want add to not underestimate the CPU power-section of a motherboard (where the most of MOSFETs, capacitors and inductors lie). One of the predominant price factors between a good and a discount-market piece of silicon is the power section: even if you are not interested on a wide range internal or external device connectors, a decent power-section can make the different between a long-live machine and a piece of garbage you have to recycle in a couple of year. The same applies to the power supply unit: do not save those couple of bucks just to spend them in a pizza.
  2. What is the best software package to complement UE4?

    You should be able to automatically remove water-marks re-executing the final rendering with a commercial edition of Maya or with the student edition (which I advise you to choose if you are eligible)..
  3. What is the best software package to complement UE4?

    As far I remember Maya academic should be fine for non-commercial usage and if you do not care about watermarks on rendering..
  4. IDXGIFactory::MakeWindowAssociation has no effect

    Do you check the function return value?
  5. DX11 No blending, something missing?

    You can use visual studio to check DDS textures too. https://msdn.microsoft.com/en-us/library/hh873119.aspx
  6. Trump and Russia (take 2)

    If you believe Russian news media, sure. I don't.     I do not believe both side..
  7. Trump and Russia (take 2)

    23 Tomahawks on 59? What good aim..
  8. You can use "pure" C++ (without MS C++/CX extension) with C++/WinRT library: https://github.com/Microsoft/cppwinrt Microsoft also published a start-template for DirectX 12 and C++/WinRT too: https://blogs.msdn.microsoft.com/chuckw/2017/02/11/directx-tool-kit-and-cwinrt/
  9. Just saw this in the Steam form of Lego Worlds, TTGames (they should be located in UK) is hiring: http://www.ttgames.com/jobs/ Hope this help.
  10. Windows (Not the OS)

    On WINAPI, if the window is created with the WS_SIZEBOX (or WS_THICKFRAME) bits style, then it is resizeable. You only need then to correctly handle the WM_SIZE message to properly change your back-buffer. Even it seems (is?) easy, dynamically change the back-buffer and all other graphics resources related to the window resolution could be an expensive task, which could potentially create a lot of (timing) issues, so many games do not allow the window resize at runtime with the mouse cursor.
  11. Vulkan Support on Fermi

      Fermi is EOL http://docs.nvidia.com/nsight-visual-studio-edition/5.2/Content/Release_Notes_Main.htm  
  12.   The bit is already in the 14393 w10 sdk that was the anniversary update from last summer ! O_O My bad, I looked at MSDN (where that bit is missing) instead of d3d12 header xD
  13. Current (RS1 SDK) OPTIONS1 does not have the Int64ShaderOps field. Since DXIL will run only on RS2+ version of Windows 10, there will be probably a new cap-bit in the RS2 SDK (if it is not yet already present).
  14. According to the DXIL compiler repo, int64 support will be added (current version of the API does not include the Int64ShaderOps cap-bit) https://github.com/Microsoft/DirectXShaderCompiler/blob/master/tools/clang/unittests/HLSL/ExecutionTest.cpp#L530
  15.   I successfully run very old games, '95 era, like Pharaoh. On my SP3 I was also able to use the touch screen as mouse input too on those games.   Note also that on syswow64 there are d3dim700 and d3dim DLLs.