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Solved: PROBLEM #1 - Direct3D(or Lack Of)

The Burning Basis VectorUncivilized Computer Graphics Musings OpenGL Is Broken May 30, 2014 by Joshua Barczak UPDATE (3/20/2015) If you read this, know that Vulkan has addressed every issue I raise It is folly to call the API efficient if the only way to be efficient is to avoid using it. Identify this malware aspect. There also was no reference implementation of OpenGL for vendors to test their drivers against (so even standard functionality could(and did in 2.0/2.1) act differently on different GPUs), basically you had have a peek here

http://www.teachmetogame.com/ Bryan B This is some awesome news. This site is completely free -- paid for by advertisers and donations. Intel is semi-bindless (only texture descriptor, not sampler descriptor) and the mobile ecosystem is not bindless at all. Xplorer4x4  I believe that the issue is actually the ads used with in the game. http://newwikipost.org/topic/fqvRpO4yK3Abxjm8ABF2Rme6Ei8CjB6M/Solved-Direct3D-Problems.html

To post a comment, please login or register a new account. Jazzyboy1 It makes total sense that a lot of programmers would go for the easiest option. Which requires proper drivers from your GPU vendor, Intel, to work.

Yeah ... Apart from bribing driver engineers, there is no way to get rid of this overhead. if it ever is, what will be the impact on performance ? As a result, we will always execute the moral equivalent of: if(is_complete), for every bind (it might be if(immutable), but its still a redundant branch).

In order to keep your PC running at its peak performance, you need regular maintenance. I know that my shaders are well-formed and correct. Scali OpenGL is not open source. over here Sound Tab 1: No problems found.

The BTB is only so large, and I've got enough branches in the renderer and driver already without every single API call adding a few of its own just in case The relevant Intel docs for Haswell are publicly available here and here.   It is much more difficult to navigate these docs (sorry guys), but eventually you will see that it's basically Which for your Laptop means Windows 8/8.1 at most. Joshua Barczak June 1, 2014 at 3:13 am OpenGL and D3D are not doing the same thing.

It's not avoiding to use the API, it's using it differently, because it has changed. you could try here On the subject itself, I think that you're confusing the API with its implementation. Try disabling superfetch on a machine running Vista/7/8, and you'll see the system resource usage go way down immediately but at the cost of performance in many programs. I'm not sure the solution for AMD, but you definitely need to update to the latest drivers and see if you can underclock your card if it still doesn't work. #4

Does Steam prevent other games from functioning properly? http://bornsunsoft.com/solved-problem/solved-problem-shutting-down-win-xp.html Does it steal your credit card data? Not yet compared to DX11.1 But if Linux/OpenGL had the same attention as Windows/DX does, there would be no argument about it. some_guy_said  That makes sense.  So then their graphics engine is innefficient.  They should pre-render and rasterize the graphics at start up, rather than animating with vector graphics.

Join our site today to ask your question. Home Features Install Uninstall Reviews Help Automatically Update & Install Official Direct3D Drivers Improve the Performance of Your PC - Update Drivers in Just a Few Clicks Step 1: Download & Irrelevant.   Extensions are orthogonal to the compilation model.  The IR can be defined in such a way as to make it open and extensible (for instance, by adding new opcodes or data http://bornsunsoft.com/solved-problem/solved-problem-with-either-cpu-hsf-or-gpu.html The purpose of Image Backup is to store your complete harddisk on another an external harddisk.

Please enable JavaScript to get the best experience from this site. However, I can enter AO again if i restarted my comp. Multi-draw indirect might be a little dicey in the general case, but you can get a lot of the benefit by adding a zero-copy version of glDrawElementsIndirect that takes an array

Just because.

you all remember that? Some debugging functions are completely disabled if the bit is not set but I have no idea why glGetError is not part of that group. Chip type: ATI Radeon Graphics Processor (0x944C) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_944C&SUBSYS_02801043&REV_00 Display Memory: 1024.0 MB Current Mode: 1366 x 768 (16 bit) (60Hz) Monitor: Plug and Play Monitor Say we do: glGenTextures(&n, 1); for( mips ) glTexImage2D(n,mips[i]); // bind the texture and drawglGenTextures(&n, 1); for( mips ) glTexImage2D(n,mips[i]); // bind the texture and draw When we draw with the

If Nvidia inspector shows a blank screen you got bigger problems. Ionut Cava June 4, 2014 at 6:30 pm The sad part is that Khronos could easily work around this using the existing ARB_debug_output / CONTEXT_DEBUG_BIT​ combo. Reason #3: The real problem is that OpenGL, as designed, is inferior to its competitors in several very important ways, which I will spend the rest of this post laying out. this contact form That way, when it needs to be accessed it happens almost instantaneously because it was already stored in RAM.

It was a worthwhile experiment, one that seemed viable at the time, but history has proven it wrong. Luckily, we don’t have to look very far." But will Mantle be an open API ? If Linux really was considerably faster than Windows for gaming, that would be great news right? (Which is why many sites picked up on this news item, right?) ArtificialIntelligence D3D has Switching shaders remains an issue.

Christophe Riccio June 1, 2014 at 9:56 am There are technical issues with Mantle so that we can't expect to directly use it on other GPUs. DirectX, because it has a cleaner API and better documentation, is easier to learn. This is both good and bad. Yes steam was slow back then and had problems connecting to the network.

Microsoft has relentlessly marketed DirectX, too -- and who can forget the release of Windows Vista and Microsoft's OpenGL smear campaign? The earliest ‘OpenGL' games (GLQuake, Half-Life) were not even true OpenGL games, but ran on ‘miniGL' drivers, which were generally wrappers around proprietary APIs such as Glide or PowerSGL, and implemented Just don't know what wine is lacking.I would appreciate any help of you. Joshua Barczak June 2, 2014 at 9:41 pm It might not map directly, but I think it could carry over with some adjustments.

If you mean programmer-efficiency, then I think that sort of thing can be added on top. Advertisement Tech Support Guy Home Forums > Software & Hardware > Games > Home Forums Forums Quick Links Search Forums Recent Posts Members Members Quick Links Notable Members Current Visitors Recent

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