[News] Ogre Progress Report: March 2016
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[News] Ogre Progress Report: March 2016
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
http://www.ogre3d.org/2016/03/14/ogre-p ... march-2016
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Re: [News] Ogre Progress Report: March 2016
Yay!!! Android!!!Matias Goldberg wrote:...continuing support for GLES3
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Re: [News] Ogre Progress Report: March 2016
good news, bad placement.
Didn't notice the news on the frontpage. Put the news on the top please.
Didn't notice the news on the frontpage. Put the news on the top please.

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

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

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

Sorry dark_sylinc but I could not resist

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Re: [News] Ogre Progress Report: March 2016
lol xDal2950 wrote:According to dark_sylinc in this post it should take 3 daysSolarPortal wrote: @dark_sylinc: Q) Have you got an estimate time for the terrain system completion?.
Sorry dark_sylinc but I could not resist
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
lol
Sorry dark_sylinc for that hehe

Sorry dark_sylinc for that hehe

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Re: [News] Ogre Progress Report: March 2016
I totally missed the replies in this thread.
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).
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.
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.al2950 wrote:According to dark_sylinc in this post it should take 3 daysSolarPortal wrote: @dark_sylinc: Q) Have you got an estimate time for the terrain system completion?.
Sorry dark_sylinc but I could not resist
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).
GCN launches 64 threads at the same time. This is called a "wavefront". Each GCN's Compute Unit has 4 SIMD units.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
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
Excellent news dark_sylinc this was the only reason i wasn't wanting to make the upgrade cant thank you enough for this.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).
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- Gnoblar
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Re: [News] Ogre Progress Report: March 2016
Hi any news on this dark_sylinc thanks
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Re: [News] Ogre Progress Report: March 2016
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.
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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- Orc
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Re: [News] Ogre Progress Report: March 2016
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.
I see that there is a lot being done, from todo list.
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Re: [News] Ogre Progress Report: March 2016
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.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.
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Re: [News] Ogre Progress Report: March 2016
Well, you asked for it...spacegaier wrote:Should be released within the next few days. Stay tuned.


Or did you mean those days that take weeks

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Re: [News] Ogre Progress Report: March 2016
Sorry, I mistyped back then. Should have read: "Should be released once the first memes start popping up in this thread"Crystal Hammer wrote:Well, you asked for it...spacegaier wrote:Should be released within the next few days. Stay tuned.
Or did you mean those days that take weeks.

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