Oogst wrote:The only really odd numbers there are those from "keHHu n0n3"
Oogst wrote:whether the GPU was heavily overclocked, or maybe set to extremely low quality.
Do you have SLI then? I really odn't understand these results.kenny.bsp wrote:Oogst wrote:The only really odd numbers there are those from "keHHu n0n3"
That would be meOogst wrote:whether the GPU was heavily overclocked, or maybe set to extremely low quality.
No verclocking or low quality settings at all ... Everything was set up as said in the .txt and driver is set to let the App decide the settings.
OGRE EXCEPTION(3:RenderingAPIException): Failed to DrawPrimitive : An undetermined error occurred in D3D9RenderSystem::_render at \Projects\OgreCVS\Branches\Eihort_vc71\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp (line 2719)
Oogst wrote:Do you have SLI then? I really odn't understand these results.
Often a reboot solves that problem, or not running 3dsmax with 2 million polygons in the viewport while starting the game. It is an irritating problem, because it is totally unclear what causes it. We had things like that with De Blob too.matches81 wrote:Those results look really promising. I am looking forward to the paper, too.
However I have a problem running the benchmark app on my system. Right after start I get a RenderingAPIException:OGRE EXCEPTION(3:RenderingAPIException): Failed to DrawPrimitive : An undetermined error occurred in D3D9RenderSystem::_render at \Projects\OgreCVS\Branches\Eihort_vc71\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp (line 2719)
I have a Core 2 Duo E6600, 2GB RAM and a GeForce 8800 GTX, running the latest Forceware drivers, and I chose Direct3D9 as rendering subsystem and all the other settings suggested in the explanations.txt file.
The log also contains a warning about box.mesh being an older mesh format.
Ah, ok, thanks for looking into it! I will remove your scores from the results.kenny.bsp wrote:Oogst wrote:Do you have SLI then? I really odn't understand these results.
I think I found the problem ... nvidia driver that I installed a few weeks ago doesn't change the image settings... If I set them to quality with the new driver it kills my fps (well the results are way smaller then they were)
Guess you should remove me from the result doc :d
It probably was these settings that was on performance all the time no matter what I was setting..
Oogst wrote:The source was in most RAR-files, I only left it out in the benchmarking versions. I deliberately put it there, because research is supposed to be open, so I figured the source should be open to have a look at too.
Actually, it is in all the screenshots already, it is just that I set it to be too subtle to be noticed in screenshots. If the camera moves, then the reflection maps are very clear. In actual games, the reflection would of course have to be much stronger and the interior much weaker.Lee04 wrote:Very good work.
Have you tried adding a faint environment reflexion component to make the windows look a bit more like glass?
It would be great if people used it! Please let me know if you are actually using it and have something to show!Kencho wrote:Dude, I love you We're in the starting process yet with our graduation project, but this will sure be the perfect companion once we have something decent to show.
Nope. Just the license that you should be nice and not pretend its your own work , but for the rest it is free to use. And I would like to know if anyone used it, just because it is fun to know!PolyVox wrote:... Is it under any particular license?
Yes, that is exactly why the thing can be done so efficiently. It gets even better if the walls are positioned badly: the far wall will be far beyond the end of the building, which is quite odd... Interior Mapping is efficient because it does not need to know anything about the further geometry, I do not see a solution for this problem that will still yield acceptable framerates. If you have a suggestion to solve this, please let me know. By the way, you have not yet noticed how wrong things go at corners or curves in buildings if you turn in a material with alpha planes. Try the sphere with alpha planes and you will notice it is not geometrically correct at all. Looks good on normal buildings, though.ppClarity wrote:Very impressive.
A small bug you've probably noticed:
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Assume that all corner rooms have two windows. The B rooms correctly render both windows, but the A and C corners render their far walls.
Oogst wrote:It would be great if people used it! Please let me know if you are actually using it and have something to show!Kencho wrote:Dude, I love you We're in the starting process yet with our graduation project, but this will sure be the perfect companion once we have something decent to show.
jjp wrote:By the way: Half Life 2 probably is a game where this technique could improve the look. In the city environment there are lots of buildings that have non-transparent windows with environment reflection. I guess slightly visible interiour maps would help the credibility of these scenes a lot (actually the non-transparent windows were among the most common complaints about the graphics in that game).
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