InterprocessMemPool
DirectXTex
InterprocessMemPool | DirectXTex | |
---|---|---|
2 | 10 | |
11 | 1,702 | |
- | 0.4% | |
6.1 | 8.4 | |
3 months ago | 3 days ago | |
C++ | C++ | |
MIT License | MIT License |
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InterprocessMemPool
- pmr implementation in c++14
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Communication between processes
IPC was such a cluster for us that I ended up writing my own IPC mempool and producer/consumer pattern as a side project: https://github.com/keithrausch/InterprocessMemPool
DirectXTex
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Total FPS & Performance mods for Console
Optimized Vanilla Textures were optimized for PC and then ported to console. They were optimized using an 'optimizer' for Skyrim, which was not updated for the textures FO4 has. It did add mipmaps for the textures that were supposedly missing some and shrank the resolution; however, seeing as the Creation Kit uses Microsoft's own DDS compression program that adds mipmaps automatically, you're literally just re-adding vanilla textures that have been decompressed and then recompressed with extra loss on the visuals and taking up space. Also, specular maps must be compressed with the Photoshop Intel plugin in order to compress them properly or a program that will allow you to have the red and green channels saved in BC5U format (which is a normal map compression and flipped). GIMP does not do it correctly and I'm very doubtful the program that was used to shrink things did either since it was not designed for FO4's specularity.
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Learning DirectX 12 in 2023
DirectXTex
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25 outfits that will be available in the shop
The images are in a split DDS format. To convert them to e.g. PNG files, you first have to concat the files and then use a tool such as texconv.
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Mod Release: Oblivionesque Locks, a lockpicking minigame overhaul
Yep, the images used for each part of the minigame (a couple variations each of lock background, pick, pins, and springs) are stored as .dds files, DXT1 format. You can convert another image format to this type of texture-- I used texconv. Overwriting the default textures with your new files will replace the assets ingame.
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editing textures
However I've found that MS TexConv from the DirectXTex package is the best way for loosing less quality, so I save my textures as lossless PNGs and use TexConv with my own wrapper then.
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SSE CK fatal error
You can use texdiag to see information about a texture.
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Does Anyone Know a Tool That Can Mass Compress/Resize DDS Files?
I know only Nvidia texture tools exporter but it's not in masse sorry My suggestion is to create a python script that uses texconv.exe for every file in a directory, pretty easy to get
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BC7 Quick vs Max, any performance difference?
xLODGen/DynDOLOD/TexGen uses Texoncv to compress textures.
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Coming back to FO4 and realized there are now mods available - what do you think of this selection and the LO?
Not necessary on Xbox. Xbox graphics will not function properly without mipmaps so the developers would have had to run everything through xtexconv for Xbox optimization. See Microsoft Documentation on DirectXTex. Code samples for xtexconv for the curious are located here.
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Work in progress - New World model explorer
All textures/images are .dds files. I use TexConv.exe to convert them to png files. texconv.exe *.dds -ft png
What are some alternatives?
shadesmar - Fast C++ IPC using shared memory
DirectXTK12 - The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
Fast-DDS - The most complete DDS - Proven: Plenty of success cases. Looking for commercial support? Contact [email protected]
DepotDownloader - Steam depot downloader utilizing the SteamKit2 library.
libcxx - Project moved to: https://github.com/llvm/llvm-project
Amazon Lumberyard - Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.
Inter-Component-Communication - ICC - Inter Component Communication, this is a library created to simplify communication between components inside of single application. It is thread safe and could be used for creating components that works in different threads
FX11 - Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together.
yarp - YARP - Yet Another Robot Platform
DuckX - C++ library for creating and modifying Microsoft Word (.docx) files
PX4-Autopilot - PX4 Autopilot Software
NewWorldUnpacker - A .pak unpacker used for reverse engineering Amazon's upcoming New World MMO