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Author Topic: deferred rendering/shading/lighting [release, src included]  (Read 4251 times)
Toaster
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« Reply #20 on: January 20, 2009, 02:28:13 PM »

hmm You could use an edge detection shader with a blur shader and that's rather slow. Tongue I believe in directX 10 you can use AA on render targets but I am not sure. 
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Enzi
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« Reply #21 on: January 20, 2009, 03:35:33 PM »

Yeah, I think in Dx10 it's working. Damn, I hate vista.

Unfortunately the Edge detection blur looks horrible. So no proper DR in DX9. Embarrassed
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AriusEso
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« Reply #22 on: January 20, 2009, 03:39:25 PM »

S.T.A.L.K.E.R looked pretty good, I believe that was DX9. My issue isn't AA anyway, it's alpha transparency Keeping a forward line is annoying.
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Code:
arius : If she's a redhead, then fine.
Toaster : lol arius would do any redhead
arius : This is true.
SylvainTV : i'm a redhead
Enzi
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« Reply #23 on: January 20, 2009, 03:57:56 PM »

Hm, actually this thread is pretty good for my question. I want to use SSAO but want to keep the Anti Aliasing. So, I have to render the world shader to the screen and not to the render target.

Thing is, my calculation to process the SSAO texture over the world shader failed completely. Does anyone know how I can do this? I mean, AoC did it too. Smiley

edit:
Lucky me, I found something on ziggyware that did exactly what I need. Here's the code if one is interested:

Quote
// Gets the screen-space texel coord from clip-space position
float2 CalcSSTexCoord (float4 vPositionCS)
{
    float2 vSSTexCoord = vPositionCS.xy / vPositionCS.w;
    vSSTexCoord = vSSTexCoord * 0.5f + 0.5f;   
    vSSTexCoord.y = 1.0f - vSSTexCoord.y;
    vSSTexCoord += 0.5f / g_vRTDimensions;   
    return vSSTexCoord;
}   

g_vRTDimensions are of course the dimensions of the renderTarget. Sorry, if I hijacked the thread with a topic that has nothing to do with the actual DR system.
« Last Edit: January 20, 2009, 08:29:42 PM by Enzi » Logged
Zaknafein
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« Reply #24 on: January 20, 2009, 09:11:39 PM »

A side note on AA+RT, there's an OpenGL 1.5 extension (at least on nVidia hardware) that allows antialiasing on framebuffer objects (FBO) and that worked super well for me a year ago : EXT_framebuffer_multisample

When I came back to DX I was surprised that it was impossible to get this effect on DX9-class hardware, this worked on old GeForce FX's in OGL.
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ZaPPZion
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« Reply #25 on: January 24, 2009, 09:35:19 AM »

Testresults Core2Quad 9450, 4GB RAM, geforce 9800GTX 512MB

Vista Home x64

[ BEFORE MRT ]
1280x720 @ 1507fps
800x600  @ 2097fps
640x480  @ 2333fps

[ AFTER MRT ] (fullscreen)
1280x720 @ 2207fps
800x600  @ 2784fps
640x480  @ 2677fps

No problems at all:D
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nadjibus
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Heavy Dev Process


« Reply #26 on: January 24, 2009, 10:40:26 AM »

Testresults Core2Quad 9450, 4GB RAM, geforce 9800GTX 512MB

Vista Home x64

[ BEFORE MRT ]
1280x720 @ 1507fps
800x600  @ 2097fps
640x480  @ 2333fps

[ AFTER MRT ] (fullscreen)
1280x720 @ 2207fps
800x600  @ 2784fps
640x480  @ 2677fps

No problems at all:D

Please give me your computer  Cry
 Grin
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Enzi
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« Reply #27 on: January 24, 2009, 10:55:07 AM »

WTH? I never got 2k+ fps in any scene.
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ZaPPZion
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« Reply #28 on: January 24, 2009, 11:08:03 AM »

yea, that card has got an insane fillrate Tongue
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AriusEso
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« Reply #29 on: January 24, 2009, 03:37:57 PM »

Testresults Core2Quad 9450, 4GB RAM, geforce 9800GTX 512MB

Vista Home x64

[ BEFORE MRT ]
1280x720 @ 1507fps
800x600  @ 2097fps
640x480  @ 2333fps

[ AFTER MRT ] (fullscreen)
1280x720 @ 2207fps
800x600  @ 2784fps
640x480  @ 2677fps

No problems at all:D

Epic. Thanks for testing man. Cheesy
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Code:
arius : If she's a redhead, then fine.
Toaster : lol arius would do any redhead
arius : This is true.
SylvainTV : i'm a redhead
ZaPPZion
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« Reply #30 on: January 25, 2009, 06:34:53 AM »

No problem, btw it's not my computer Wink wish it was, it's a comp of a friend of mine. He configured it to perfect use for games and 3ds max, since he uses it for his work as well.
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Enzi
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« Reply #31 on: January 25, 2009, 02:44:27 PM »

3ds max without a developer graphics card? Does he have problems with that? As far as I know there are some opengl extensions missing that 3dsmax/maya is using and so there can occur some nasty bugs. Maya is running like crap on my 8800gtx and 8800gts at work. Crap in the meaning of, slow and buggy.

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Aurora
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« Reply #32 on: January 25, 2009, 02:59:00 PM »

Im using 8800GTX and Maya 2008 here runs mad fast.

No bugs, no crashes, and even with tons of polys i can move around pretty decently.

(7 more days, then my GTX295 comes Tongue and i think Maya will run frikkin madness then hehe).
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4GB Mushkin PC-8500, Asus Gforce Asus GTX295 1792MB, 1.95 TB HDD
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ZaPPZion
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« Reply #33 on: January 25, 2009, 04:36:23 PM »

3ds max without a developer graphics card? Does he have problems with that? As far as I know there are some opengl extensions missing that 3dsmax/maya is using and so there can occur some nasty bugs. Maya is running like crap on my 8800gtx and 8800gts at work. Crap in the meaning of, slow and buggy.

no it's really fast actually. The drivers don't have the optimization that the developer cards have (like the Quadro cards), but it's fast with the default settings. We never tested the OpenGL viewports yet, DirectX 9 is faster and less buggy for what we saw at first glance.
Anyway, we're hijacking the thread, it's about the shader, which is great:D
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AriusEso
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« Reply #34 on: January 25, 2009, 07:45:36 PM »

MAX runs like total crap on my 8500 - but then it's always been poo for me no matter what card/system I've had. I switched to Maya a long time ago and haven't looked back( though, I think Autodesk have ruined that sweet ass widget, top-right in the viewport ).
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Code:
arius : If she's a redhead, then fine.
Toaster : lol arius would do any redhead
arius : This is true.
SylvainTV : i'm a redhead
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