Update 23-Sep-2012: Added support for DirectX 10 hardware running through DirectX11.
Another ray tracing demo, though this more of a way of testing my modifications to the DX11 version of Irrlicht that I'm working on than anything completely new. Runs much smoother than my previous Irrlicht raytracing demos though, and has native support for DDS, cubemaps, compiled shaders and more. Anti-aliasing is via FXAA. Thought I would release this so people could see how it runs (if at all!) on their DX11 hardware. More ray tracing demos - of things other than spheres - may follow.
christianclavet wrote:I'm really impressed! Got over 300+ FPS on my system! (NVidia GT460)
Thanks Christian. Performance numbers are interesting. I had a look on nvidia's site just to see the spec's of the card but I couldn't seem to find "GT460" - did you mean GTX460?
BTW If anyone else has any performance numbers I'd be glad to hear them (state the video card as well please).
I've tried to run it on my machine, but I am getting window with message "ERROR: Missing driver/hardware support".
Log from console:
---
Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 10.0
NVIDIA GeForce 9800 GT , Revision 162
---
I am using latest nVidia drivers for my card (306.23). Windows is 32 bit and DirectX version is 11.
If you need more information, let me know.
Later today/tomorrow I will try to test it on a rendering computer.
kazymjir wrote:I've tried to run it on my machine, but I am getting window with message "ERROR: Missing driver/hardware support".
Log from console:
---
Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 10.0
NVIDIA GeForce 9800 GT , Revision 162
---
I am using latest nVidia drivers for my card (306.23). Windows is 32 bit and DirectX version is 11.
If you need more information, let me know.
Later today/tomorrow I will try to test it on a rendering computer.
If you want to redownload the zip and give it another try I've just added support for DX10 hardware running through DX11.
Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 11.0
ATI Radeon HD 5800 Series, Revision 0
Shader Model 5 supported
CPU: 8 Processors at 2.7GHz
FPS: Last=380, Min=367, Max=580
IrrNaCl - Irrlicht Port for Google Chrome Native Client - Demo
As I promised, I checked the app on our rendering machine at work:
Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 11.0
NVIDIA GeForce GTX 660 Ti, Revision 161
Shader Model 5 supported
CPU: 12 Processors at 3.2GHz
FPS: Last=1016, Min=904, Max=1016
By the way, I don't know why it detected processor clock as 3.2GHz, this machine has installed Intel i7-3960X at 3.3GHz.
kazymjir wrote:As I promised, I checked the app on our rendering machine at work:
Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 11.0
NVIDIA GeForce GTX 660 Ti, Revision 161
Shader Model 5 supported
CPU: 12 Processors at 3.2GHz
FPS: Last=1016, Min=904, Max=1016
By the way, I don't know why it detected processor clock as 3.2GHz, this machine has installed Intel i7-3960X at 3.3GHz.
Thanks, interesting info. Very good numbers (relatively) on a 660!
BTW The frequency is just being rounded down to the nearest tenth when it's displayed. It's held internally in a 64bit int to the nearest Hz.