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Josh

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Everything posted by Josh

  1. When I say a limit on instances, I mean on the number that exist in the world. The limit is due to the fact that entity indexes into a storage buffer use an unsigned short integer (2 bytes). This does not have any relation to the number of instances drawn, which may be more for things like shadows and the early z pass.
  2. Josh

    MSAA + Effects

    Like this?
  3. Josh

    MSAA + Effects

    I'm testing revised post-processing effects together with MSAA. This is using bloom, SSAO, and reprojected reflections.
  4. Josh

    MSAA

    Proper MSAA is shown here, with retention of multiple samples throughout the post-processing chain. Note there are no edge artifacts in the SSAO effect.
  5. The graphics update I am working on is already significantly faster than either of these versions. Let's pick this up again after it is out, and see where we are at then.
  6. This seems to be fixed on AMD. I am not sure why because I did not merge the terrain textures like I did shadow maps.
  7. Hmmm, that does not really make sense because there is nothing that ties a 3D interface to any particular window. There is no connection between them. A 3D interface can be drawn on the screen, it can appear on a panel in the 3D game world, or it can appear as a hovering VR menu. The same interface could appear in a framebuffer in multiple windows. Tying a 3D interface to a window would be like tying some entity to a window.
  8. That's why I always use std::array.
  9. Are you using multiple threads?
  10. Okay, so you are saying this issue is solved on Nvidia cards?
  11. Maybe, if you install the right Windows SDK and compiler? Why would you want to?
  12. Interfaces that are used in 3D graphics do not have a window to return, since they were not created on any window.
  13. I believe I have solved the core issue but am waiting to confirm it. It would be nice to have an example that that easily demonstrates the problem.
  14. The core problem of this issue is now solved and will be included in an upcoming update. I never did get the nonuniform feature working. I am not sure if it even works, and I am not sure if it has a negative impact on performance, and I just don't care,
  15. Josh

    Artifacts Fixed!

    Several point lights plus the directional light, no artifacts.
  16. Josh

    Artifacts Fixed!

    Not one of my most beautiful shots, but one of the most important. The prescribed changes I made have resolved our errors. These could happen in some situations on Nvidia hardware, but were especially predominant on AMD cards. GPU is a Radeon 6600.
  17. Hi, can you please upload a map that demonstrates this problem? I tried to recreate it with the attached map but I don't know how. start.zip
  18. Yes, that is a bit more clear, thank you. I am working on something that I believe may solve this issue automatically.
  19. Are you saying that the editor crashing is related to the preview app not closing? How do you know these things are related?
  20. Updated the editor. Editing should be a bit snappier now, especially terrain.
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