Sli and vr / multi gpu - performance

my name is Wes And I was wondering if it is possible to mod steam vr/ games to get sli to work or alternate eye rendering. If I understand alt eye rendering doesn't require sli just need to GPU and the should be the same. and if it is doable would that be done in the openvr.dll?
There and many people that want it manny people would support a patron I would too! if its doable just get a few of the VR youtubers and vr subreddits talking about it and Im sure it will be a success. If it works people will talka about it.
Thanks
~Wes
Lol just asking a question id like to see multi gpu and vr be a thing Moreee FPS!

Related

Three.js how to enable VR stereoscopic mode

Does anyone know a relatively easy implementation to get that split-screen stereoscopic VR view loaded with three.js? I've been searching all over the place and a lot of the implementations seem messy/confusing. If anyone has a good code example they could provide I would really appreciate it. Also, side note I'm trying to avoid using ES6 imports/exports
What’s wrong with using aframe and press VR button? If I misunderstood your question, please be more precise.

Bad performance in PIXI.JS

i´m creating an editor to make printable shirts and I use three js with pixi js. My objects like shirt or cup is in three js and workplace like canvas, where I can edit everything is from PIXI. And that is a problem I think so. My container has dimensions like 4000x4000 ... I know, its huge, Buut there is no a lots of object, so where can be problem with performance? This is highly in Firefox, where in smallest texture (product stone15) is FPS about 2-7..... Its horrible low!
What I´m doing wrong and how I can fix it to make better performance mainly in Chrome and Firefox?
This product is little bit better http://localhost:8080/index.html?product=stone15
This is really horrible in both chrome and firefox: http://localhost:8080/?product=tricko_polyester_unisex
This is good in chrome but bad in firefox: http://localhost:8080/?product=cup&type=white
Here you can find my sources
https://github.com/kstroka/myeditor
Just an idea: You may experience bad performance if you are using too much masks ....

In IE 6+ Transition or Flash would be better to use for small drop in-out animations

IE6+ got some problems with transition as usual but i know ways to get trough those but the thing im wondering if i use flash instead of getting nerfed by transition lacks would it make my website better or lamer? Cause if i use .swf files even for smallest animations i guess it would drop the performance really badly but would look better. Essipecially while im using opacity transition.
So which would be better to use on IE6+ or What would u expect from a website while browsing with IE6+? A good looking .swf with a performance lack or a crappy looking transition with good performance?
get ie6 out of your mind. Take a look at the percentage share of people using ie6...
http://www.w3schools.com/browsers/browsers_explorer.asp
1.2% in november and december 2011!
Quit supporting it!

Mediaplayer.play method taking time

We are developing a XNA game with high interactivity. The game includes some background music.
We are trying to play the background music through the MEdiaplayer.play method. But this seems to block the smooth gameplay for a while. How can this be overcome?
Had tried using the soundeffect instance for this initially and it worked fine. But that approach doesn't seem to go well with the certification requirements. Pls help
Thank You
I think this is normal for large music files. You could however try to put
IsFixedTimeStep = false;
after
TargetElapsedTime = TimeSpan.FromTicks(???);
I have found that that makes a smoother gamepay. At least back in 7.0 - but I still use it.
I of course assume that you use elapsed time for all animations.

Qt, CEGUI or wxWidgets for a text game GUI?

I tried to sign up, but I was unable; perhaps a problem from my side. Hopefully I'll get an answer as anonymous.
I apologize for the grammar/syntax, but English isn't my native language.
Recently I lost my job, so I have enough spare time to try something fun. I decided to create a simple text RPG game for me and some friends. It will very close to the board games like Talisman, Dungeon Run, and HeroQuest, using dice and a simple attribute/skill system. So no 3d graphics. The only 2d element, if I decide to include it, will be a map
that will allow the hero to move between locations. Currently I'm using Windows XP SP3, for the game I use wxDev-C++, and although cross platform would be cool, I don't really care.
I have some experience in C++ (currently using wxDev-C++), but I'm far from being called an expert or even a great programmer. I was about to start writing parts of the code, but I decided to check if creating a GUI for the game is possible. In some forums, many suggested I use Qt, CEGUI or wxWidgets, but most examples I saw are grey boxes that are
indifferent at best, when I want something that fits better in a fantasy setting. I don't claim I would do better, but I want a GUI that is more fantasy related.
What I want from the GUI:
1. A "cool" Gui with decent graphics. I could even create an image to serve as a mask in Photoshop, but the GUI builder will have to support imported images.
2. A relatively large textbox in the middle (with a scrollbar) that will display die rolls, damage and options.
3. The ability to display dynamically values (like the change in the health after each action without requiring to refresh manually)
4. Display an icon or a small image of the character in the area where I display stats/abilities.
5. Open new windows created with tha same GUI builder to allocate points, buy/sell things and open a map.
About the map in the game: I decided to create a map in photoshop. When the hero decides to move to another location, a new window will open showing the map. I thought of 2 possible ways to move between locations: 1) Create hotspots on the image and select one by clicking on the name of the location.(I dare not think about the complexity of this so we
move to idea #2) and 2) Have the image as a backgroung to a grid with vertical and horizontal coordinates. When the hero selects a new area to visit, he clicks on the area, but what he really does is click on the grid, which returns the two values (x,y) of the location and informs the game about the area the hero wants to visit.
Yeah, yeah, I know it's too much, so what I'm most interested in are the 1-3. I know that even if they are possible, it will propably take forever, but as I said I have spare time, and I like learning new things. I apologize for the size of the post, but I decided to post as many info as possible so you know what I want.
If any of you has used Qt, CEGUI or wxWidgets could you tell which covers most of my criteria? I saw some great stuff build with CEGUI, but I don't know if it is too hard to learn?
Thank in advance.
I know my answer comes pretty late, I only recently started using stackoverflow fairly recently, but maybe this response will help anybody.
CEGUI fully supports skinning widgets using XML. Our CEED editor (WYSIWYG) fully supports layout editing, but the skinning editor (LNF editor) is not finished as of now (11.11.2014), the development version supports exchanging images however and changing sizes and proportions, but more advanced adjustments have to be done in XML.
CEGUI has an imageset editor, fully supported by the CEED editor. Creating imagesets (sets of named subimages, with position and dimension inside a big texture atlas) is supported there. Additionally there is a way to create imagesets from just a bunch of jpg/png/... files using a tool. You would have to ask for specifics in the forum though because it is not integrated into CEED yet.
So basically with CEGUI you are free to make whatever fantasy GUI you want. Skinning simple elements like buttons and progress bars isn't much work in XML anyways. Without the finished editor, some more advanced widgets are more work to skin, but many skins have already been created done this way and some of them are even publically available in the forum and in the CEGUI stock files.
StaticText widgets supports what you want, you can even use images in there or change fonts and colours in the text if you want. Scrollbars are supported too.
I am not sure what you mean by this. You have to specify this.
A simple "Generic/Image" widget is available in CEGUI for this purpose. You can use precreated images or even RTT textures.
You can create and destroy windows in CEGUI without issues.
Regarding the map: I m not sure what you mean, but getting the position of a click in respect to an image (representing the map) is possible in CEGUI.
CEGUI is not particularly hard to learn. There is always the forums and the chat if you got questions. For an Open Source project it is quite well documented so if you read all of the API docu, and look at the supplied samples in the sample browser, you should already get quite far. And for everything additional there is the forum (search), the IRC chat and a community wiki (mind the targeted versions of an article there though)
For a project like yours, CEGUI seems perfectly suited (this is what it was created for in the first place). Qt is not really optimal for games for numerous reasons. wxWidgets I have never used.

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