Page 4 of 4 FirstFirst ... 234
Results 31 to 40 of 40

Thread: Genesis Device Engine Project Looking For New Members

  1. #31

    Genesis Device Engine Project Looking For New Members

    @Will
    Looked @ the log and you reason it crashes is it gives an Frame Buffer Object error. This is a bug in the ATI driver which I already reported to ATI and should be fixed in the latest catalyst drivers. Installing these will probebly fix the problem.

  2. #32

    Genesis Device Engine Project Looking For New Members

    Also notices the problem with the compiling of the shader. ATI drivers are so picky when it comes to GLSL syntax . ATI + OpenGL = basicly trouble if you ask me

  3. #33

    Genesis Device Engine Project Looking For New Members

    Quote Originally Posted by Luuk van Venrooij
    Also notices the problem with the compiling of the shader. ATI drivers are so picky when it comes to GLSL syntax . ATI + OpenGL = basicly trouble if you ask me
    Actually, i managed to create some shaders which only compiled properly on ati cards Most of the bugs i had in my engine when running under ati drivers were actually my fault, doing things wrong with opengl and not the other way round.. Ati's drivers aren't that bad.. they work pretty well imo.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #34

    Genesis Device Engine Project Looking For New Members

    The problem is the syntax. ATI doesnt compile some contructions wel that should work if you read the glsl guidelines. Never had any of these problems with NVidia.

    And ATI drivers are just bad when it comes to opengl. When Doom 3 was released they had not updated the ogl driver for 2 years :?

  5. #35
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25

    Genesis Device Engine Project Looking For New Members

    Wow this thing is a beast. I've managed to get my hands on a fairly high-end system to test it out and it still needs more juice.

    System Specs:
    Pentium 4 3GHz w/ 1 GB RAM
    nVidia GeForce 6200(256MB, AGP 8x and OpenGL 2.0.1)

    The card was new to the Delphi3D GLInfo Hardware registry so I can't link you the full card specs, but I'll PM the log file to you. I also made sure I send a report to the site though.

    Tested with Default Settings @

    640x480x32bit: 18-36 FPS
    1024x768x32bit: 9-16 FPS
    1280x1024x32bit: 5-18 FPS

    Tested with Highest Possible Settings @ 1024x768: 2-5 FPS (3 FPS average)


    Of course the FPS would soar whenever you looked straight up, but I didn't count that in these figures so you'd get an idea of how it performed on the terrain and not the skybox rendering.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #36

    Genesis Device Engine Project Looking For New Members

    The systemspecs are next gen. The minimun when done should be the high end versions of the nvidia gf6xxx series 6600 and 6800 ) and the high end version for the ATi Xxxx series (X800 I believe). A gf6200 is a pretty slow card

    Here is a link of the planta vegitation engine Iam going to use. Hopefully Ill get a prerelease version to play arround with. THe movies look awsome

    http://www.fluidinteractive.com/graphics/planta/

  7. #37
    Legendary Member NecroDOME's Avatar
    Join Date
    Mar 2004
    Location
    The Netherlands, Eindhoven
    Posts
    1,059

    Genesis Device Engine Project Looking For New Members

    Wow... it looks very impressive... Trees remind me on the Oblivion game.
    NecroSOFT - End of line -

  8. #38

    Genesis Device Engine Project Looking For New Members

    I liked the look of it initially, but as I watched it more and more the *popping* effect as it switched level of detail on the leaves really started annoying me. I used to hate that effect as well on old car racing games where the mountains or other things in he distance would magically pop into view. I would be nice if the guys from Crytek released info on how they have done their vegetation system.

    Not sure if this is usefull to anyone, but it might be worth a read - http://graphics.stanford.edu/papers/ecosys/ecosys.pdf
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  9. #39

    Genesis Device Engine Project Looking For New Members

    If you want truly realistic vegetation, pack some real plant seeds with the game

    </bad_joke>
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  10. #40

    @

    @savage
    I hate that popping effect to. Thats why I dont use any fancy LOD in my terrain rendering. Just plain quadtree culling with horizon occlusing culling. The nodes are rendered as triangle strips. I`ve asked them about it and it`s variable. So depending on your system speed you should be able to regulate the lod. Basicly the same as with Speedtree does in oblivion. Old pc lots of popping, new pc less popping, uber pc no popping enz.

Page 4 of 4 FirstFirst ... 234

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •