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Josh

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  1. Ideally, we want it to reload automatically, but that functionality might not be working correctly yet.
  2. Josh

    Smarter Tessellation

    This shows tessellation only being used on a painted area, with no subdivision in the areas where the base material does not need it.
  3. Ultra can export a glTF file with this extension.
  4. The readings I am taking here are at 1280x720 resolution with 200% scaling, so the pixel pipeline is 4x more expensive to render, BTW. It seems to be as I feared. The multi-material code always incurs a significant cost, even when only one material is in use. The solution is to define a separate version of the fragment shader for each number of materials that is active. That way the shader will only be compiled with the number of materials that will be used, and you won't be paying for extra materials you aren't using.
  5. Glad to hear that works for you. I will keep this "unsolved" until AMD puts out a new driver.
  6. BC7 / BC6 compression is extremely slow. If you try converting a 1024x1024 RGBA image to BC7 in Visual Studio, it will take about five minutes just to save. I had to use a special library from Intel with its own compiler in order to make it fast enough for practical use. The images above say they are 21 MB each, so they are probably 4K textures with mipmaps? That compression performance is actually pretty great and I think I deserve a medal for this achievement. (Try compressing them in Visual Studio if you disagree! It will take you five hours.) The reason we tolerate this is because BC7 gives us artifact-free compression. DXT5 compresses much faster, but has blocky artifacts. DXT compression also causes a green tint effect with dark colors. In any case, using 4K textures is probably excessive. If you would like me to test further please provide a link to download a model, but what you are showing me seems like what I would expect.
  7. Looks like a great start! There is a camera command to enable the screen-space reflection effect: camera->SetSsr(true); You can set this in the third-person controls component code after the camera is created.
  8. Reported to AMD: https://community.amd.com/t5/general-discussions/opengl-bindless-texture-crash-in-driver-24-10-1/td-p/719064 https://github.com/GPUOpen-Drivers/AMD-Gfx-Drivers/issues/27 In the meantime I recommend reverting to driver 24.7.1.
  9. Okay, it looks like in the latest drivers these commands cause problems if they are used on samplers that come from bindless texture handles: textureSize textureQueryLevels I think I just need to encode this information in the light entity data and remove these calls...
  10. PBR shader family crashes, but unlit shader family seems to work correctly. The error is in the driver, no OpenGL errors occur. Commenting out RenderLighting in Shaders/PBR/Fragment.glsl prevents the crash... #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto cam = CreateCamera(world); cam->Move(0, 0, -2); cam->SetClearColor(0.125); auto box = CreateBox(world); auto mtl = CreateMaterial(); auto fam = LoadShaderFamily("Shaders/Unlit.fam"); //auto fam = LoadShaderFamily("Shaders/PBR.fam"); mtl->SetShaderFamily(fam); mtl->SetColor(0, 0, 1, 1); box->SetMaterial(mtl); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { box->Turn(0, 1, 0); world->Update(); world->Render(framebuffer, true); } return 0; }
  11. Same result if I revert the engine to 0.9.7...
  12. Installed 24.10.1 and I get the same result you described. Testing further...
  13. Currently I am on driver 24.7.1. Updating now...
  14. I added a prompt when another model format is saved and a collider is present.
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