Graphics


Frustum vs Pyramid intersection (also Frustum vs Frustum)

I couldn’t find much (helpful) info about this online, other than “just use SAT” in a sentence with no code or explanation. Maybe my Google-Fu failed me. But considering Emil Persson labelled this a hard problem, perhaps it isn’t only me (note: Hard here does not refer to Hard NP. […]


Clustered Forward vs Deferred Shading

So… this is a highly discussed topic these days. Many engines already do Deferred Shading. Doom 2016 decided to go Forward at 60 FPS with 1080p, thus making popular that big AAA titles with high demands can do Forward just fine (although it’s not the first nor only AAA title that […]


Solving GPUView 4000 was unexpected at this time error.

Also in Spanish “No se esperaba 4000 en este momento” Turns out GPUView’s latest log.cmd that comes with Windows ADK for Windows 10 is quite moronic and US-centric. This error happens because the script at C:\Program Files (x86)\Windows Kits\10\Windows Performance Toolkit\gpuview\log.cmd calls systeminfo: systeminfo > me.txt findstr /sipn /C:”Total Physical […]


Direct3D11 vs OpenGL4.4 in 2015, an experience review

In Ogre 2.1 we’ve modernized the whole engine. We started by adopting OpenGL 4.4 as our main API, and then we adopted D3D11 as well. It’s been an enlightening experience. From a performance point of view there is no definitive answer “OpenGL is always faster” or “D3D11 is always faster”, because the […]