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Tag Archives: graphics
DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
Rise of the Tomb Raider: DX12 update
An update for Rise of the Tomb Raider was released yesterday, adding support for the DX12 API: http://steamcommunity.com/games/391220/announcements/detail/870690772757808963 And: http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb As you can see: Adds NVIDIA VXAO Ambient Occlusion technology. This is the world’s most advanced real-time AO solution, specifically developed for … Continue reading
Posted in Direct3D
Tagged Conservative Rasterization, DirectX 12, DX12, FEATURELEVEL_12_1, gaming, GPU, graphics, Maxwell, nvidia, Tomb Raider, VXAO
1 Comment
BHM File Format release 0.3b
I have made a new release of the BHM File Format project. In release 0.3b there have been some minor code refactorings and bugfixes, but the most important new thing is the BHM Visualizer tool: This C# application (which should … Continue reading
Posted in OpenGL, Software development
Tagged 3d geometry, 3dsmax, animation, BHM, BSD License, exporter, graphics, open source, OpenGL, serialization
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Test Drive’s pixelized transition effect
Today I want to talk about the transition effect in the game Test Drive from 1987. The effect will switch from one image to the next by replacing it pixel for pixel in a somewhat randomized pattern: I discussed this … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, assembly, DOS, graphics, MS-DOS, optimize, performance, retroprogramming, screen pixels, Test Drive, x86
4 Comments
SteamOS and Mantle
I wasn’t originally going to even waste time on these developments… but over the past weeks I’ve been noticing a lot of confusion on the net, so I will just give my two cents here. SteamOS Well, yet another linux … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news
Tagged AMD, API, graphics, linux distribution, linux kernel, Mantle, PlayStation, PlayStation 4, PS4, SteamBox, SteamOS, Valve, Windows games, XBox, Xbox One
41 Comments
Alex St. John: The Evolution of Direct3D
I just stumbled upon this blog by Alex St. John, one of the creators of DirectX at Microsoft: http://www.alexstjohn.com/WP/2013/07/22/the-evolution-of-direct3d/ It gives a very interesting view on how OpenGL and Direct3D related to each other in the early days, within Microsoft. … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Software news
Tagged Alex St. John, Direct3D, DirectX, evolution, games, gaming, graphics, history, Microsoft, OpenGL
2 Comments