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	<title>Comments for Olhovsky</title>
	<atom:link href="http://www.olhovsky.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.olhovsky.com</link>
	<description>Programming, meet art.</description>
	<lastBuildDate>Thu, 02 Feb 2012 22:06:52 +0000</lastBuildDate>
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		<title>Comment on About by Eclectus</title>
		<link>http://www.olhovsky.com/about/comment-page-1/#comment-395</link>
		<dc:creator>Eclectus</dc:creator>
		<pubDate>Thu, 02 Feb 2012 22:06:52 +0000</pubDate>
		<guid isPermaLink="false">http://olhovsky.com/wp/?page_id=2#comment-395</guid>
		<description>Hi Chris, I&#039;d like to get in contact with you. I&#039;m a fellow programmer within the games industry and I think we have have lots in common. Send me a mail?</description>
		<content:encoded><![CDATA[<p>Hi Chris, I&#8217;d like to get in contact with you. I&#8217;m a fellow programmer within the games industry and I think we have have lots in common. Send me a mail?</p>
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	<item>
		<title>Comment on Status update: Point light stress testing. by olhovsky</title>
		<link>http://www.olhovsky.com/2011/05/status-update-point-light-stress-testing/comment-page-1/#comment-394</link>
		<dc:creator>olhovsky</dc:creator>
		<pubDate>Mon, 23 Jan 2012 05:18:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=643#comment-394</guid>
		<description>I am not targeting 30fps.

I am targeting either 60fps (16ms/frame) or 50fps (20ms/frame).

There is no rule written in stone that says that you have to pick between 30 and 60fps :)</description>
		<content:encoded><![CDATA[<p>I am not targeting 30fps.</p>
<p>I am targeting either 60fps (16ms/frame) or 50fps (20ms/frame).</p>
<p>There is no rule written in stone that says that you have to pick between 30 and 60fps <img src='http://www.olhovsky.com/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Status update: Point light stress testing. by Matt</title>
		<link>http://www.olhovsky.com/2011/05/status-update-point-light-stress-testing/comment-page-1/#comment-392</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Thu, 15 Dec 2011 02:56:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=643#comment-392</guid>
		<description>&quot;And remember, we only have around 16-20ms per frame to do all updating.&quot;

Are you targeting 30 or 60fps?

If you&#039;re targeting 30fps, then you have 33mms for cpu and 33ms for gpu per frame. Using non-immediate presentation mode, the gpu and cpu will work in parallel, with the gpu rendering the previously submitted data as the cpu prepares the next frame.

If you&#039;re targeting 60fps, then each will need to complete in 16ms (not 20). 

This can be commonly misunderstood when going from PC with super fast gpu&#039;s to the a console.</description>
		<content:encoded><![CDATA[<p>&#8220;And remember, we only have around 16-20ms per frame to do all updating.&#8221;</p>
<p>Are you targeting 30 or 60fps?</p>
<p>If you&#8217;re targeting 30fps, then you have 33mms for cpu and 33ms for gpu per frame. Using non-immediate presentation mode, the gpu and cpu will work in parallel, with the gpu rendering the previously submitted data as the cpu prepares the next frame.</p>
<p>If you&#8217;re targeting 60fps, then each will need to complete in 16ms (not 20). </p>
<p>This can be commonly misunderstood when going from PC with super fast gpu&#8217;s to the a console.</p>
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	<item>
		<title>Comment on Shadow map filtering experimentation. by Xiaoxiong</title>
		<link>http://www.olhovsky.com/2011/07/shadow-map-filtering-experimentation/comment-page-1/#comment-391</link>
		<dc:creator>Xiaoxiong</dc:creator>
		<pubDate>Sun, 04 Dec 2011 07:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=813#comment-391</guid>
		<description>Could you show me the code you used for Edge Tap smoothing? I am working on smoothing edge after applying PCF</description>
		<content:encoded><![CDATA[<p>Could you show me the code you used for Edge Tap smoothing? I am working on smoothing edge after applying PCF</p>
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	</item>
	<item>
		<title>Comment on Cascading shadow mapping and ESM. by olhovsky</title>
		<link>http://www.olhovsky.com/2011/07/adding-cascading-shadow-mapping-to-esm/comment-page-1/#comment-388</link>
		<dc:creator>olhovsky</dc:creator>
		<pubDate>Wed, 19 Oct 2011 20:40:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=844#comment-388</guid>
		<description>How much overlap you choose depends on your scene, the number of cascades you choose, and the split size of the cascades (different cascades may prefer different sized blend regions).

I don&#039;t know of a simple formula for choosing the overlap, so I recommend that you experiment.

Larger blend regions result in lower performance, and less visible seams. As you can see from the following image, I chose a blend region that makes the seams relatively obvious (if you are far enough away and the scene is simple like this one is). 
http://www.olhovsky.com/wp/wp-content/uploads/2011/07/july12_ESM_CSM_blending.png

As with everything in real time graphics, you have to tune the parameters to your application -- trading visible artifacts for higher performance and better rendering quality in your other effects.</description>
		<content:encoded><![CDATA[<p>How much overlap you choose depends on your scene, the number of cascades you choose, and the split size of the cascades (different cascades may prefer different sized blend regions).</p>
<p>I don&#8217;t know of a simple formula for choosing the overlap, so I recommend that you experiment.</p>
<p>Larger blend regions result in lower performance, and less visible seams. As you can see from the following image, I chose a blend region that makes the seams relatively obvious (if you are far enough away and the scene is simple like this one is).<br />
<a href="http://www.olhovsky.com/wp/wp-content/uploads/2011/07/july12_ESM_CSM_blending.png" rel="nofollow">http://www.olhovsky.com/wp/wp-content/uploads/2011/07/july12_ESM_CSM_blending.png</a></p>
<p>As with everything in real time graphics, you have to tune the parameters to your application &#8212; trading visible artifacts for higher performance and better rendering quality in your other effects.</p>
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	</item>
	<item>
		<title>Comment on About by Naeb</title>
		<link>http://www.olhovsky.com/about/comment-page-1/#comment-385</link>
		<dc:creator>Naeb</dc:creator>
		<pubDate>Sat, 24 Sep 2011 04:40:53 +0000</pubDate>
		<guid isPermaLink="false">http://olhovsky.com/wp/?page_id=2#comment-385</guid>
		<description>Hi,

I just recently visited your website, and I must say excellent blog on programming and not to mention your games.
I&#039;m interested to know when did you first program? First 3d game? How long does it take to understand? What books/guides/forums are best to ask for guidance? Does your school stuff actually help in game design skills (your personal thoughts not a general answer) or was doing your own projects is what got you as far as you are. Whew! thats  a lot of questions, but really that&#039;s because I am quite impressed and inspired by your hard work and dedication.

Hope you reply,
Naeb.</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>I just recently visited your website, and I must say excellent blog on programming and not to mention your games.<br />
I&#8217;m interested to know when did you first program? First 3d game? How long does it take to understand? What books/guides/forums are best to ask for guidance? Does your school stuff actually help in game design skills (your personal thoughts not a general answer) or was doing your own projects is what got you as far as you are. Whew! thats  a lot of questions, but really that&#8217;s because I am quite impressed and inspired by your hard work and dedication.</p>
<p>Hope you reply,<br />
Naeb.</p>
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	</item>
	<item>
		<title>Comment on Cascading shadow mapping and ESM. by CC Ricers</title>
		<link>http://www.olhovsky.com/2011/07/adding-cascading-shadow-mapping-to-esm/comment-page-1/#comment-384</link>
		<dc:creator>CC Ricers</dc:creator>
		<pubDate>Thu, 22 Sep 2011 17:36:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=844#comment-384</guid>
		<description>How much overlap would you recommend for reducing seam artifacts? When I use CSM I use the a small amount, like a 0.1 - o.2% difference between the far plane of the closest cascade and the near plane of the one behind it. For example if the closest cascade has a far distance of 1000 units I would set the near plane of the next one at 998. I typically use 3 cascades so the shadow artifacts are already smaller.</description>
		<content:encoded><![CDATA[<p>How much overlap would you recommend for reducing seam artifacts? When I use CSM I use the a small amount, like a 0.1 &#8211; o.2% difference between the far plane of the closest cascade and the near plane of the one behind it. For example if the closest cascade has a far distance of 1000 units I would set the near plane of the next one at 998. I typically use 3 cascades so the shadow artifacts are already smaller.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Optimizing terrain culling. by olhovsky</title>
		<link>http://www.olhovsky.com/2011/04/fighting-with-the-xbox-360-cpu/comment-page-1/#comment-383</link>
		<dc:creator>olhovsky</dc:creator>
		<pubDate>Tue, 13 Sep 2011 21:04:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=571#comment-383</guid>
		<description>200 tests &lt;b&gt;is&lt;/b&gt; with a quadtree.</description>
		<content:encoded><![CDATA[<p>200 tests <b>is</b> with a quadtree.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Exponential shadow map filtering (in log space). by Trosztel</title>
		<link>http://www.olhovsky.com/2011/07/exponential-shadow-map-filtering-in-hlsl/comment-page-1/#comment-382</link>
		<dc:creator>Trosztel</dc:creator>
		<pubDate>Sun, 04 Sep 2011 11:29:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=888#comment-382</guid>
		<description>Hi,
B2&#039;s offset should be 1 instead of 0.</description>
		<content:encoded><![CDATA[<p>Hi,<br />
B2&#8242;s offset should be 1 instead of 0.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Optimizing terrain culling. by GeorgeR</title>
		<link>http://www.olhovsky.com/2011/04/fighting-with-the-xbox-360-cpu/comment-page-1/#comment-381</link>
		<dc:creator>GeorgeR</dc:creator>
		<pubDate>Tue, 30 Aug 2011 03:59:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.olhovsky.com/?p=571#comment-381</guid>
		<description>Good God - 200 tests? Use a quad tree!</description>
		<content:encoded><![CDATA[<p>Good God &#8211; 200 tests? Use a quad tree!</p>
]]></content:encoded>
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