Înapoi la articole →

Cel mai recent articol

Ultima verificare

Urmăritori 0 urmăritori
Articole: 8
  1. While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series consoles.

  2. Massaging the Shader Compiler to emit Optimum Instructions

    Modern GPU’s feature sophisticated instruction sets for executing shaders.

  3. Dynamic Resolution Scaling (DRS) on PC

    DRS is one of those technique that is a lot easier to implement on console than PC, or perhaps more accurately, its easier to run closer to the wire, maximising GPU use without dropping frames.

  4. There was a point early in console Gen8, where I’d had some involvement in over half the published DRS implementations, anything from providing advice to hands on coding.

  5. I often find its useful to have four threads (or lanes, depending on your preferred parlance) collaborate on 2×2 pixels.

  6. PS2 Vector Unit Lighting on Shadowman2

    I got my break as a graphics engineer working on the first Shadowman title at Acclaim, starting before graduating, though I did graduate.

  7. Fast, Near Lossless ‘Compression’ of Normal Floats

    Here’s a trick for lossless storage of ‘normal’ floating point numbers I came up with years ago, but was only reminded of recently.

  8. Min/Max Buffer Precision Improvement

    This is a simple trick I came up with years ago.