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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.
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Modern GPU’s feature sophisticated instruction sets for executing shaders.
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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.
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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.
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I often find its useful to have four threads (or lanes, depending on your preferred parlance) collaborate on 2×2 pixels.
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I got my break as a graphics engineer working on the first Shadowman title at Acclaim, starting before graduating, though I did graduate.
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Here’s a trick for lossless storage of ‘normal’ floating point numbers I came up with years ago, but was only reminded of recently.
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This is a simple trick I came up with years ago.