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The time has come for me to move on to another pasture. After 4 years as a graphics developer (and more than 8 as a game developer), I have decided to take the plunge and explore something new and different... Yep, starting Dec 3rd, I will be moving from
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Remember that my Main Blog has moved to www.SebbyLive.com ( FSX: What is the Difference Between the Water 2.X Low/Mid/High/Max Settings? ) The purpose of this post is to address a question that was sent to me in regards to water reflections in general.
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Remember, my complete blog is now at: http://www.SebbyLive.com/ ( http://www.sebbylive.com/post/2007/11/Flight-Simulator-X-AccelerationSP2---Water-DX10-vs-DX9.aspx ) About time hunh? I know, acceleration is already out and I was not even finished with
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Remember, my complete blog is now at: http://www.SebbyLive.com/ ( http://www.sebbylive.com/post/2007/10/FSX-AccelerationSP2---DX9-Bloom-Versus-DX10-HDR.aspx ) Yay! Time for another post about some of the upcoming graphical changes in FSX SP2/Acceleration.
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Remember, my complete blog is now at: http://www.SebbyLive.com/ ( http://www.sebbylive.com/post/2007/11/FSX---SP2-and-DX10-Performance.aspx ) The first point that is worth mentioning here is that SP2 (and therefore Acceleration) do introduce a new slew
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Apparently, saying "could have been implemented on DX9" in my previous post in regards to VC self-shadowing stired all sorts of drama on some of the user forums. Although the statement is accurate, I did not explain in more details WHY this was not done
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Remember, my complete blog is now at: http://www.SebbyLive.com/ One of the DirectX 10 additions to FSX SP2/Acceleration is the use of self shadowing within the aircraft VCs. For the VC, we use shadowmapping, in a similar way that it is used for the external
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The time has come to finally move away from hosting my blog on MSDN. There are a few reasons for this transition but the two main deciding factors were that posting personal posts on a MSDN blog seemed odd (at least to me) and that I already had my own
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Here is a good article on the DX10 parts from NVIDIA and ATI. It is worth reading, especially since we have a DX10 optimized version of FSX in the works! http://www.anandtech.com/video/showdoc.aspx?i=2988
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No, nothing twisted. Just still have my splint on my right hand so I almost have to type using a single hand :) Its been a while since i've posted a general update. So I thought today would be as good a day as any... Health Last week has been pretty bad
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Near 1 am, getting tired. So it is indeed time to go to bed. But since I havn't posted in a few days, I thought I would post a quick update. House Life Actually started working more on the house with my wife. Not that we hadn't been doing anything before
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Yep. It's time for 4 core processors! And yes, the upcoming update to Flight Sim will take even more advantage of multi-core machines. I have to admit that i've had a quad-core prototype box on my desk for a while. And it sure screams when either running
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I have to admint that is is somewhat of a dramatic change going back to work after being off for so long. You do get used to living on your own schedule and dealing with every day things at your own pace. Work-wise, there wasn't that much going on this
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Return to Work First of all, as I've been going through my mailbox, I have recieved several blog related emails that were posted via my blog. Since these emails were sent to my Microsoft email address, I have not been able to read them until this week.
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If you looked at the XML file posted in my previous post, you may have noticed an interesting tidbit inside the definition for the " c_tire_blurred_key " model information. This is the <Visibility> tag which seems to contain some sim-related paramerers.
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