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Latest directx12 Activity

@Juliean Thank you this is useful. It has changed my way of thinking and approaching my engine. 

2,434 views
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hanna8
February 12, 2024 10:45 AM
Room 8 Group’s R&D Unit Unveils REI, an Open Source Tool Enhancing Game Porting and Development

Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…

7,712 views
D3D12 Vertex buffer isnt uploading correctly to GPU

@frob That makes sense! ill will keep that in mind in the future!

3,382 views
DirectX12 lighting with weird stripes

Maybe this is part of the problem:

float3 va = normalize(float3(size.xy, s21 - s01));
float3 vb = normalize(float3(size.yx, s12 - s10));

float3 localNormal = float3(cross(va, vb) / 2 + 0.5f);

You forgot to normalize the final normal, while normalizing the two tangents isn't needed. So it should be:

f…
2,704 views

RE: The best way to render text in D3D12 of https://www.gamedev.net/forums/forum/5-graphics-and-gpu-programming/

Now you can display plain text by calling two C++ functions.

Refactored text rendering code from DirectXTK12. Everything unnecessary has been removed, only for Windows, headers only.…

1,997 views

hello JoeJ,

thank you very much for your very informative post. 

I was so busy with other problems, that i did not spend on this topy and forgot to give you a positive feedback. ( please forgive me )
It helped me a lot to understand and how to keep the size of the “reserved vram small”, because m…

3,827 views

I have so follow up question:

  • Did you notice significant spikes when creating a new root signature that is not yet in you pool ? I've yet come around profiling anything so that I didn't know whether it could be an option.

I haven't seen any spikes for the root signature creation.  But keep in mi…

5,553 views

Hi! Guys! Recently,I am trying to write a PBR pipeline in my DirectX12 app.And I use compute shader to generate irradiance IBL , specular IBL and BRDF Lut before app running. Although the app spent much time to initialize,the app can run well. But after I run the app several times, when I run my ap…

2,698 views

@frob Yes.I am trying to use PIX to find where the problem is. But,you know,I am a freshman in DirectX. So the process is a bit difficult for me.Could you please tell me some good tutorials about DirectX12 or PIX?Thank you again for this!

6,835 views

@JoeJ I appreciate your answer! I already know how to use mipmaps in DirectX12.

5,757 views
Gnollrunner
October 20, 2022 12:20 PM

pbivens67 said:

I am trying to install dx12 using vs 2019, is there any good tutorials available?

For DX12 itself you shouldn't need to install anything, at least not on Windows 10 and up. When you install Visual Studio you might have to click the appropriate option. I think there's one like “Game De…

5,156 views

Thanks a lot!!!

I have completely overlooked this hint in documentation.  I'm fully aware of performance implications. The above example was just MRS to show the problem not real usage. I agree that for CSM the TextureArray makes more sense (unless different resolution for each cascade map is u…

8,148 views
Color/Hue shift in Temporal Accumulation?

iGrfx said:
It seems that this problem is not a calculation problem but caused by the storage precision?

I'd call that precision related numerical drift, but not sure if that's a valid description.
However, even if the math is right, precision is always limited. And accumulation causes small errors su…

3,790 views
DX12) Trying to Implement Volumetric Scattering for multiple Spot Light, but It's not going well

(This Image is What I want to implement)

I am attempting Post Processing using Compute Shader to implement Light Shaft for multiple Spot Lights in the DX12 framework.

The first thing I tried was the method at the following link:https://gitlab.com/tomasoh/100_procent_more_volume/-/blob/master/shaders/…

3,915 views

One fence is totally fine. You just need to increase the value of the fence for each frame. When you call SetEventOnCompletion it's saying “signal this event when the value of the fence is greater than or equal to the Value parameter”, so as long as the you keep increasing the fence value you can k…

5,876 views

Yeah but the LDS is 32kb if am not mistaken this is too small for my problem,  I may do that in the future but for now I need a bigger size array until i get the hang of compute shader.

5,499 views
Why does the copy of my texture appears with displaced pixels?

Hi, people!
So, here is the scenario:
I'm creating two resources (let's call them rA and rB).
Their D3D12_HEAP_PROPERTIES and D3D12_RESOURCE_DESC are identical.
I create one SRV for each of them in a SRV descriptor heap and I create a RTV for rA in a RTV descriptor heap.
I have two render passes.
In the …

3,635 views

It looks like the issue is the Alignment member of the D3D12_RESOURCE_DESC struct, which needs to be either 0 or D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT (which doesn't really matter for a committed resource, that's more for placed resources). D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT is for…

7,622 views
mfilion
July 09, 2020 07:40 PM
Deep dive into OpenGL over DirectX layering

Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.

https://www.collabora.com/news-and-blog/bl…

7,325 views
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