[News] Ogre Progress Report: March 2016

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spacegaier
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[News] Ogre Progress Report: March 2016

Post by spacegaier » Wed Mar 16, 2016 12:28 pm

A lot going on. So to give you an overview, Matias made a new progress report blog post. Have a look to stay up-to-date:

http://www.ogre3d.org/2016/03/14/ogre-p ... march-2016
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Re: [News] Ogre Progress Report: March 2016

Post by xrgo » Wed Mar 16, 2016 5:57 pm

Matias Goldberg wrote:...continuing support for GLES3
Yay!!! Android!!!
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Re: [News] Ogre Progress Report: March 2016

Post by Thyrion » Wed Mar 16, 2016 6:24 pm

good news, bad placement.

Didn't notice the news on the frontpage. Put the news on the top please. :)
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Re: [News] Ogre Progress Report: March 2016

Post by Crystal Hammer » Wed Mar 16, 2016 9:19 pm

OK this explains a lot, thanks for info.
Great stuff coming .. :)
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Re: [News] Ogre Progress Report: March 2016

Post by hydexon » Mon Mar 21, 2016 10:26 pm

xrgo wrote:
Matias Goldberg wrote:...continuing support for GLES3
Yay!!! Android!!!
+1 for the GLES3, it's pretty important for those people who wish to work with Mobile platform...
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Re: [News] Ogre Progress Report: March 2016

Post by SolarPortal » Thu Mar 24, 2016 11:26 pm

great news and keep it up! :)

+1 for Mobile support and Terrain system.

@dark_sylinc: Q) Have you got an estimate time for the terrain system completion?
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Re: [News] Ogre Progress Report: March 2016

Post by cybereality » Sat Mar 26, 2016 8:09 am

Awesome!
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Re: [News] Ogre Progress Report: March 2016

Post by al2950 » Sun Mar 27, 2016 2:32 pm

SolarPortal wrote: @dark_sylinc: Q) Have you got an estimate time for the terrain system completion?
According to dark_sylinc in this post it should take 3 days ;).

Sorry dark_sylinc but I could not resist :oops:
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Re: [News] Ogre Progress Report: March 2016

Post by xrgo » Sun Mar 27, 2016 2:57 pm

al2950 wrote:
SolarPortal wrote: @dark_sylinc: Q) Have you got an estimate time for the terrain system completion?
According to dark_sylinc in this post it should take 3 days ;).

Sorry dark_sylinc but I could not resist :oops:
lol xD
at least the shadowmap generator for heightmap-based terrains has good wave occupancy:
https://twitter.com/matiasgoldberg/stat ... 8870390784
whatever that is :S
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Re: [News] Ogre Progress Report: March 2016

Post by SolarPortal » Mon Mar 28, 2016 12:22 pm

lol :D

Sorry dark_sylinc for that hehe :P
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Re: [News] Ogre Progress Report: March 2016

Post by dark_sylinc » Wed Apr 13, 2016 7:28 pm

I totally missed the replies in this thread.
al2950 wrote:
SolarPortal wrote: @dark_sylinc: Q) Have you got an estimate time for the terrain system completion?
According to dark_sylinc in this post it should take 3 days ;).

Sorry dark_sylinc but I could not resist :oops:
I knew this would be frowned on my face. Normally? Yeah 3 days (full time). But not only was I not working full time; I got a little greedy in features and shadow mapping via compute shader slowed everything a lot.
Remember I said 3 days for something that would satisfy me, but not something that could be used with ease by most people.

About Terrain ETA: At this rate we may see something nice and pretty in around 3 weeks. At this very moment the terrain system is already usable (GL3+ only), but may contain bugs, and shadows aren't applied to objects (only the terrain).
xrgo wrote:lol xD
at least the shadowmap generator for heightmap-based terrains has good wave occupancy:
https://twitter.com/matiasgoldberg/stat ... 8870390784
whatever that is :S
GCN launches 64 threads at the same time. This is called a "wavefront". Each GCN's Compute Unit has 4 SIMD units.
When a wavefront gets stuck waiting for memory operations (it has a low ALU:TEX ratio), the SIMD unit switches to a different wavefront. When this one gets stuck too, it switches again. And again and again; up to 10 times.
When there's good occupancy, it can switch up to 10 times. When the shader has bad occupancy, worst case scenario it can't switch at all. It just must stall and wait. Then there's in-betweens (can switch up to 9 times, up to 8, ... up to 2 times).
If the ALU:TEX ratio is high, occupancy isn't needed (since it never gets stuck), and high occupancy may actually hurt performance (because caches get flushed and flushed too often from so much switching)

This is very much in contrast with x86 CPUs: When they get stuck waiting for memory operations, current x86 CPUs start looking ahead and speculatively request memory and execute. If their predictions were correct it won't get stuck; if they were wrong they must discard what they did and stall waiting for the data to arrive.
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Re: [News] Ogre Progress Report: March 2016

Post by pacman2k » Wed Apr 13, 2016 8:35 pm

About Terrain ETA: At this rate we may see something nice and pretty in 3 weeks. At this very moment the terrain system is already usable (GL3+ only), but may contain bugs, and shadows aren't applied to objects (only the terrain).
Excellent news dark_sylinc this was the only reason i wasn't wanting to make the upgrade cant thank you enough for this.
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Re: [News] Ogre Progress Report: March 2016

Post by pacman2k » Thu Jun 09, 2016 6:51 pm

Hi any news on this dark_sylinc thanks
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Re: [News] Ogre Progress Report: March 2016

Post by dark_sylinc » Thu Jun 09, 2016 7:53 pm

The terrain sample needs far better textures. Using actually good textures could be useful to discover potential glitches / bugs / artifacts (right now the sample is using randomly coloured textures).

But in theory everything's functional and should work (be usable in actual projects), assuming you can provide the textures for Terra (i.e. we don't support automatically generating splat texture based on elevation; but if an external editor made it for you, just give it to Terra and it will work). If you find any bugs please report it in the 2.0+ forum.

My attention has currently been diverted to Metal.
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Re: [News] Ogre Progress Report: March 2016

Post by Crystal Hammer » Tue Nov 15, 2016 8:39 am

Hey guys. How about a new progress report? It's november already, and it has been like half a year since previous one?
I see that there is a lot being done, from todo list.
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Re: [News] Ogre Progress Report: March 2016

Post by spacegaier » Tue Nov 15, 2016 11:17 pm

Crystal Hammer wrote:Hey guys. How about a new progress report? It's november already, and it has been like half a year since previous one?
I see that there is a lot being done, from todo list.
We had the same thought a few days ago and a new progress report is already being compiled. Should be released within the next few days. Stay tuned.
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Re: [News] Ogre Progress Report: March 2016

Post by Crystal Hammer » Sun Dec 18, 2016 10:57 am

spacegaier wrote:Should be released within the next few days. Stay tuned.
Well, you asked for it...
Image
Image
Or did you mean those days that take weeks :lol: .
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Re: [News] Ogre Progress Report: March 2016

Post by spacegaier » Fri Dec 23, 2016 11:33 pm

Crystal Hammer wrote:
spacegaier wrote:Should be released within the next few days. Stay tuned.
Well, you asked for it...
Or did you mean those days that take weeks :lol: .
Sorry, I mistyped back then. Should have read: "Should be released once the first memes start popping up in this thread" ;) .

Either way. Here you go: http://www.ogre3d.org/forums/viewtopic. ... 50#p534266
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