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Iridium 1.0 Beta #272855
06/20/09 04:18
06/20/09 04:18
6 Images
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Iridium 1.0 Beta

Iridium 1.0 Beta!
The wait is over! An official Iridium Beta Version will be released Monday, June 22, 2009! If you have registered with us to test Iridium, you will get an email Monday at 10:00 am est with the download link, password, and manual. Enjoy these screens! Hopefully they will tide you over for two days!

-Michael Auerbach-
128 Comments
Re: Iridium 1.0 Beta [Re: Gumby22don] #273824
06/24/09 15:42
06/24/09 15:42
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

Expert
ISG  Offline

Expert
I

Joined: Aug 2004
Posts: 2,215
We all are just aware this is a mere BETA version. We accept all common criticism as we post our work here and are openly available to all your thoughts on the work that has been done here. We do however ask to keep it with a nice tone and make adjustment ideas for our engine without the comparison of other third party tools.

All bugs have been worked out and we are preparing additional screens with optimized features to display the advantages our shader engine has compared to others. Screens and beta gameplay will be available for the community again shortly so please keep an eye out smile

Thanks.


Ground Tactics - Coming Soon
Ground Tactics OFFICIAL WEBSITE
Re: Iridium 1.0 Beta [Re: ISG] #273836
06/24/09 17:00
06/24/09 17:00
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
honestley I don't see how this is similar to shade-c at all. In fact, you can use both at the same time. This is an engine extension that improves the basic functionality of the A7 engine. You can add lights and objects in a more intuitive way, and there are no limits (like 8 lights only). Also, I'm not aware of anyplace where you can get code like this on the forums. If this already existed, I wouldn't waste my time.

-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Iridium 1.0 Beta [Re: Foxfire] #273837
06/24/09 17:02
06/24/09 17:02
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3

-comment removed-



Last edited by Foxfire; 06/24/09 20:44.
Re: Iridium 1.0 Beta [Re: Foxfire] #273852
06/24/09 18:07
06/24/09 18:07
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
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ChrisB  Offline
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Joined: Sep 2002
Posts: 1,604
Deutschland
Just for my interest: what features do you use that doesn't exist on a Geforce6?


www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Re: Iridium 1.0 Beta [Re: ChrisB] #273856
06/24/09 18:19
06/24/09 18:19
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
"Just for my interest: what features do you use that doesn't exist on a Geforce6?"

vertex texture fetch (vtf), CUDA ray-tracing, stencil buffer extensions. But, even with these features disabled, it will run slowly just because of the power of the 6/7000 cards.

oh, and mrts of course. If your card doesn't support mrts, then you can have deferred shading. All new cards from up to a few years ago support this.

-Mike-

Last edited by Foxfire; 06/24/09 18:23.
Re: Iridium 1.0 Beta [Re: Foxfire] #273858
06/24/09 18:29
06/24/09 18:29
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
Serious User
ChrisB  Offline
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
Thx for your respond, although Geforce6 supports vertex textures and mrts. I don't know what you mean with 'stencil buffer extensions', can you explain it please?

If you use CUDA doesn't it mean that it won't run on AMD and Intel cards atall? Doesn't sound good for me.


www.Swollen-Eyeballs.org
ICQ:169213431
#3dgs@quakenet
Re: Iridium 1.0 Beta [Re: ChrisB] #273861
06/24/09 18:39
06/24/09 18:39
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
CUDA runs fine on AMD and Intel cards (I'm using an Intel chipset). The stencil buffer extension is just an assembley routine I wrote for the GPU directley and interfaces with the normal directX stencil buffer (it allows me to cast very crude shadows for GI). I didn't know that Geforce 6 cards supported mrts, but I guess its obvious that they support vtf because they can run shader model 3.0. Also, how much memory does your card have, this might be the problem.

-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Iridium 1.0 Beta [Re: Foxfire] #273879
06/24/09 19:52
06/24/09 19:52
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
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BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
Quote:
With iridium, you can publish your works as well, you can't do this with shade-c because of the copyright agreements from Nvidia. Plus, shade-c has no "engine" but is a compilation of useful shaders.


So why shouldn't you be able to publish your work with shade-c? And what does it have to do with nvidia, i'm not even using any shaders from nvidia? Of course i am using all those nifty effects and techniques nvidia is also using in their shaders (as does any other game nowadays). I have no idea what you are talking about here (maybe i'm just dumb, who knows).

Also, just to inform you, if i want to use nvidias shaders, i am able to do so. From their website:
Quote:
This code is released free of charge for use in derivative works, whether academic, commercial, or personal.

http://developer.download.nvidia.com/SDK/9.5/Samples/effects.html

To keep this short: You shouldn't make false accusations just to "sell" your product. I will take this personally if you ever do it again.


And to stop shade-c <-> iridium arguments: As you already said, you can't compare those two. Shade-C uses Lite-C only and is open source, Iridium is a closed source .dll (and might have it's own renderer, i couldn't really tell by the demo).

Good luck with optimizing Iridium, as far as i can tell, you have a long road to go.


Shade-C EVO Lite-C Shader Framework
Re: Iridium 1.0 Beta [Re: BoH_Havoc] #273888
06/24/09 20:39
06/24/09 20:39
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
"Of course i am using all those nifty effects and techniques nvidia is also using in their shaders "

I was flat out wrong. None of the code in your project is non-publishable. I was thinking about a LONG time ago when you first put in the shaders. Since their free, there are no problems PLUS, I noticed that in the recent versions, all of the code has been re-written so it really is yours.

apologies, Mike

(also, your one of the guys who inspired me, sorry for being a jerk)


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: Iridium 1.0 Beta [Re: Foxfire] #273939
06/25/09 01:51
06/25/09 01:51
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
CUDA runs fine on AMD and Intel cards (I'm using an Intel chipset).

I had no idea CUDA runs on AMD cards as well -- I have an nVidia card, so it wasn't a personal issue, but more that I don't want to limit anything I make to computers with nVidia chips. As I'm very interested in game-physics I was considering waiting for OpenCL before delving into GPGPU programming.

That's very cool if it's indeed true, however Wikipedia lists it as supported only on nVidia GPUs.

If you don't mind me asking, what do you use CUDA for?

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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