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Thread: Marek Lands Radeon Gallium3D HyperZ Improvements

  1. #11
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    Feb 2008
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    Quote Originally Posted by Drago View Post
    Okay Catalyst OpenGL implementation is not perfect (like Nvidia's). What is the difference between Windows OpenGL vs. Windows DirectX.
    I don't testing APIs because one app/game can support both APIs, but perform complitely differently and rendering slightly differently... so i can't ever be sure in those numbers to be valid which one API/driver is better on not .

  2. #12
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    Aug 2009
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    Quote Originally Posted by dungeon View Post
    I don't testing APIs because one app/game can support both APIs, but perform complitely differently and rendering slightly differently... so i can't ever be sure in those numbers to be valid which one API/driver is better on not .
    Fair enough
    I hope Michael will do some extensive testing, with not just comparing before and after, but comparing to Catalyst as well.

  3. #13
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    Oct 2008
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    Quote Originally Posted by dungeon View Post
    Yep r600 have some artifacts still, but radeonsi seems not .

    https://bugs.freedesktop.org/show_bug.cgi?id=74863
    Looks like Marek has fixed that r600g issue as well: [PATCH] r600g: fix alpha-test with HyperZ enabled, fixing L4D2 tree corruption

    Hopefully that's it and everything else is now working. I think they'll try re-enabling hyperz soon.

  4. #14
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    Aug 2014
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    I didn't knew about hyperz option until now, i've been getting a very huge fps drop when enable AA filters in games, mostly counter strike source,
    and these problems disappear using hyperz.

    Now im playing with x4 AA and 60 stable fps, without hyperz i had to disabled AA because game turns unplayable, very nice work Mr. Marek

  5. #15
    Join Date
    Feb 2011
    Location
    Toronto, ON, Canada
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    31

    Default AMD Lands Radeon Gallium3D HyperZ Improvements

    @Michael, Marek has been a full-time employee of AMD for a little over a year now. He's an awesome developer and we appreciate the work he did on Radeon prior to joining AMD (and his current work, of course) but it's important to acknowledge that this work is backed by AMD.

    Thanks,
    Tim

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