"You cannot strengthen the weak by weakening the strong. You cannot help the wage-earner by pulling down the wage-payer. You cannot help the poor by destroying the rich. You cannot help men permanently by doing for them what they could and should do for themselves."
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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).

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DL
Wednesday, February 15, 2006

Its 2x slower on m GF6800 Ultra with dynamic branching enabled.

So what is the point of branching if it is actually slower? Are other graphics cards better at it?

tEd
Thursday, February 16, 2006

with x1x00 you get a nice boost with dynamic branching. gf6,7 are by far not so good , doing dynamic branching

overlord
Friday, February 17, 2006

About dynamic branching.
i did some tinkering with the shader as got it to preform better with dynamic branching, even on a gf6800.
If you want to test it get the new shader here (Backup the old one).
http://www.flashbang.se/lighting.shd
It works by first testing against the shadow and then the specular instead of baking it together.

tEd
Saturday, February 18, 2006

it's about 16% faster for me

Humus
Saturday, February 18, 2006

It's faster, but it's not equivalent. My shader is a lot more conservative in culling. The first (shadow.x > 0.4) test culls a lot that shouldn't be culled. In the default view it works fine, but if you move around to a semi-shadowed area, you'll see that it left a lot of aliasing.

overlord
Saturday, February 18, 2006

True, a value of 0.3 or 0.2 would work better.

Gentle
Sunday, February 19, 2006

"Couldn't create Direct3D device interface."

I get that error after successfully running, making adjusments to the modes. Seeing the effect, so on...

Now the demo will just not run at all.

Humus
Monday, February 20, 2006

Try cleaning up in the registry:
HKEY_CURRENT_USER\Software\Humus

I have a bug in the framework that I need to fix to avoid this from happening. Basically you can set AA modes the card doesn't support.

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