Psycho information 486 glöps
- general:
- level: user
- personal:
- first name: Henrik
- last name: Münther
- portals:
- demozoo: profile
- cdcs:
- cdc #1: Tint by The Black Lotus [web]
- cdc #2: Iconoclast by Andromeda Software Development [web]
- cdc #3: Stargazer by Orb [web] & Andromeda [web]
- demo Windows Into the Pink by Plastic [web]
- So how is the final version without nvidia requirements coming along? about time according to the nfo ;)
- isokadded on the 2008-09-26 01:21:45
- 4k procedural graphics Windows slisesix by Rgba [web]
- iq: the newer ati drivers are pretty good regarding the unrolling problems. Now Off The Shelf compiles in 1s (and renders in 4s on my 4850 :D), compared to 20s at release time.
Nice slides from nvscene about this btw.
- isokadded on the 2008-09-13 00:33:02
- demo Windows Into the Pink by Plastic [web]
- Damn nice video - really looking forward to the realtime version when the gforce check can be removed...
- isokadded on the 2008-08-28 23:17:51
- 4k Windows Photon Race 2 by Archee [web]
- Worked a lot better as the 4k gfx. The rendering quality is turned down a lot, the framerate is really too low to be enjoyable (for any decent quality) and the camera movements etc is not really what I would call an intro.
- isokadded on the 2008-08-28 02:41:21
- 4k Windows Texas by keyboarders
- Doesn't work on my vista/dx10 laptop (1280x800). There's sound and a very small window (but the rendering looks kinda ok in those few visible pixels).
- isokadded on the 2008-08-28 02:35:26
- demo Windows Stargazer by Orb [web] & Andromeda [web]
- !
- rulezadded on the 2008-08-27 08:58:44
- demo Windows Size Antimatters by Andromeda Software Development [web]
- Stays at the decrunching screen with music here too (HD3870/cat8.8beta). Running through glintercept reveals a single texture compression opengl error.
- isokadded on the 2008-07-28 20:10:49
- 4k procedural graphics Windows slisesix by Rgba [web]
- wow, raising the bar once more... the shader compile times seems familiar ;) but since you have tried the same in both glsl and hlsl, did the [loop] and [branch] attributes (to avoid the massive unrolling) make any difference?
- rulezadded on the 2008-07-27 10:41:52
- 4k Windows Atrium by TBC & Loonies [web]
- download link is up2date already, while the old party version is here: http://loonies.dk/demos/bin/atrium_by_tbc_and_loonies_party.zip
- rulezadded on the 2008-04-08 01:57:37
- 4k procedural graphics Windows Off The Shelf by Loonies [web]
- Final version up, now working on ati hardware, so the requirement is basicly a dx10 graphics card ("clever" driver loop unrolling of the shader makes it too long for ps3.0). I guess it's a bit slower now, but also looks better.
iq: random source is a 64^3 texture filled by the cpu.
loaderr: I'll let you do that one :D - isokadded on the 2008-03-31 00:07:00
account created on the 2002-04-03 23:10:20
