Killzone Shadow Fall Multiplayer after 50 Hours
Just crossed the 50 hour mark in Killzone Shadow Fall multiplayer, here are a few thoughts about the game as a fan of the series (I'm OxDEAFB175 on PSN). Anyone know what the active multiplayer user...
View ArticleGL Idea Listing
Brain dump of some ways to improve GL (last updated 2014.01.04, more later)...Memory Aliasing Textures of the Same Format but Different SizesThis would enable games and editors to use less memory,...
View ArticleNVIDIA CES 2014 Press Conference
Anandtech: NVIDIA CES 2014 Press Conference Live Blog. According to slides,G-Sync monitors are Q2 2014Tegra K1 is 192 cores and 365 flops (guessing that is at 950 MHz). The Denver version looks to be...
View ArticlePortable Read-Only Thumb Linux
Thinking about moving from the traditional harddrive installed Linux, to a tiny portable Linux running from a USB thumb drive, but booting live boot style from an ISO image.The USB thumb drive would...
View ArticleLinear-Time Smoke Animation with Vortex Sheet Meshes
Linear-Time Smoke Animation with Vortex Sheet Meshes
View ArticleModern OpenGL Texture Usage
This is what I like to do personally for modern native GL engines ($ = different functions or typecasts),(1.) Use glGenTextures() to allocate large blocks of texture handles.(2.) Use...
View ArticleBacktracking the Complexity Big Bang
On Linux there are only 2 software interfaces which exist outside of the Kernel which I ever need access to: X11 (to open a window) and GL (to display graphics). Everything else can be done easily...
View ArticleWings Of Saint Nazaire
Awesome. The sprite (er spirit) of Wing Commander tech lives on in Wings Of Saint Nazaire. Long live the mighty billboard.
View ArticleNVIDIA's GL Overhead Reduction Presentation
www.slideshare.net/CassEveritt/beyond-porting
View ArticleProgressive Visibility Caching for Fast Indirect Illumination
Progressive Visibility Caching for Fast Indirect Illumination
View ArticleSteam Database: Linux Support Status
Steam Database: Linux Support Status (Link Updated Often)
View ArticleVR Presence and Tflops/s
Mega Pixels Per SecondWorking roughly from Abrash's Talk on VR Presence, starting with some possible single panel configurations: either 1920x1080 or 2560x1440, and then either 95 Hz (suggested minimum...
View ArticleParallel Compiling and Linking GLSL
Here is a path which would enable a GL driver to do parallel shader compiling and linking,(1.) At the start of application load, for all shaders run {glShaderSource(), glCompileShader()}, then for all...
View ArticleUnderstanding the Masking-Shadowing Function in Microfacet-Based BRDFs
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
View Article