Post Reply 
 
Thread Rating:
  • 1 Votes - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The potential of the programmable pipeline
12-24-2014, 07:51 PM
Post: #16
RE: The potential of the programmable pipeline
Awesome~ , i hope we get it soon.
Find all posts by this user
Quote this message in a reply
01-08-2015, 12:40 PM
Post: #17
RE: The potential of the programmable pipeline
It's a bit of a stretch but with this new information I wonder if true shadow mapping could be integrated....


right now most ppsspp games use (It seems like) pre rendered lightmaps and sprite shadows.

still wow, very nice work!
Find all posts by this user
Quote this message in a reply
02-14-2015, 07:07 AM
Post: #18
RE: The potential of the programmable pipeline
I'd be fine with something that automitically applies bump mapping and displacement mapping (not a post processing effect but real ones). I bet you can do it and it's going to work nicely on alot of games. You could generate the maps using the scalled textures and applying effects to them. It won't look as good or as acurate as real maps but it shouldn't be far from how a real map would look.
Find all posts by this user
Quote this message in a reply
02-18-2015, 02:11 PM
Post: #19
RE: The potential of the programmable pipeline
Does that mean when texture replacement was added the programmable pipeline could also add true bump and displacement maps? or would it be limited to generated maps?

I also wonder if Dolphin or PCSX2 could use a programmable pipeline.
Find all posts by this user
Quote this message in a reply
02-18-2015, 07:40 PM
Post: #20
RE: The potential of the programmable pipeline
This is quite impressive and awesome.

Gigabyte GA-78LMT-USB3 AM3+ | Windows 7 Ultimate x64
AMD FX 6300 @ 4.4GHz | HIS Radeon 7870 2GB 256 bit GDDR5 @ 1337MHz core, 1337MHz mem
8GB (2 x 4GB Dual Channel) Kingston HyperX DDR3 1600 @ 9,9,9,27
Seagate Barracuda 1TB 7200RPM HDD (Sequential R|W: 162|151 MB/Sec)
Find all posts by this user
Quote this message in a reply
09-06-2017, 03:21 AM
Post: #21
RE: The potential of the programmable pipeline
I don't mean to bump an old thread, but I don't think I need to create an entirely new thread just to ask questions about this but--

How are these effects even added? What is the process? Specifically adding phong shaders and bump maps. Could someone give me a brief run down as to how to begin to try and do something like this with a game?
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: