"Java: write once, debug everywhere."
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High quality texture compression demo updated
Saturday, June 17, 2006 | Permalink

I've uploaded a new version of this demo with a 4.5bpp and a 6bpp mode using DXT1 and DXT5. This allows it to run on all PS2.0 cards. Quality is noticably worse than using 3Dc, but still looks better than DXT1.

[ 1 comments | Last comment by Sombra (2006-06-23 13:00:37) ]

High quality texture compression comparison
Sunday, June 11, 2006 | Permalink

I've been asked to put up comparison screenshots for people to see who don't have the hardware to run the demo. So here they are:

DXT1 4pp
YCbCr 4.5bpp
YCbCr 6bpp
RGB 24bpp

[ 5 comments | Last comment by Humus (2006-06-27 22:45:13) ]

New high quality texture compression demo
Friday, June 2, 2006 | Permalink

I've uploaded a new demo that shows up a high quality texture compression method. Awesome artwork!!! ... no actually it's just a textured quad, but the point is to show the quality difference between different methods.

[ 9 comments | Last comment by kumayu (2008-08-05 18:07:54) ]

New dynamic branching demo
Tuesday, April 25, 2006 | Permalink

There's a new demo showing off the benefits of dynamic branching. The demo should run on Radeon 9500 and up and GeForce FX and up, but performance improvements by enabling dynamic branching is only expected to happen on Radeon X1300 and up and possibly also GeForce 6 series and up (haven't tested) since earlier chips do not support this feature.

[ 29 comments | Last comment by Jackis (2006-05-19 08:34:45) ]

New hair simulation demo
Monday, April 3, 2006 | Permalink

A new demo is up with some hair simulation. A balloon head is bouncing around throwing the hair around as if it was a shampoo commercial.

[ 21 comments | Last comment by Humus (2008-03-06 13:00:13) ]

Wednesday, March 29, 2006 | Permalink

The March 2006 edition of the ATI SDK is now available for download. Lots of interesting stuff there, in particular the R2VB (render to vertex buffer) samples.

[ 1 comments | Last comment by Thor_Sevan (2006-04-02 23:17:16) ]

New infinite terrain demo
Thursday, March 9, 2006 | Permalink

This is a demo, quite similar to my old infinite terrain demo, but this time implemented using R2VB.


2006-03-11 update:
I've added VTF support, so now it should on GeForce 6 series and up too, but as expected, it's quite slow. The 6600 ran at 27fps compared to the X850XT at 272fps.

[ 19 comments | Last comment by Nuninho1980 (2008-03-05 10:17:36) ]

New selective supersampling demo
Monday, February 6, 2006 | Permalink

Here's a demo that shows how to do application side supersampling in the shader at much lower performance cost than normally associated with supersampling.

I've made pretty substancial updates to the framework, which for instance made GameEngine2 break (still haven't debugged it, but will do that in the coming days). So if you plan on compiling any older demos, keep your old copy of Framework3 around for now.

2006-02-08 update:
I added dynamic branching to the sample. The cost of supersampling is now even less. 4x only reduces performance to 77% instead of the previous 60%. The 11x mode is now at 55% versus previous 31%.

2006-02-11 update:
I've now fixed the GameEngine2 problem, plus fixed a couple of bugs I found during this process. I also recompiled the older demos based on Framework3 and uploaded new versions so they also got the interface update (you can now select your own keys).

[ 21 comments | Last comment by Humus (2006-02-22 20:29:08) ]

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