Re: Graphics API and GUI
Posted: Tue Oct 06, 2015 10:46 am
Hi,
Of course the idea of "all powerful root/admin" idea is stupid and broken (it completely disregards the principle of least privilege, is a huge shining beacon for brute force/dictionary "root password guessing" attacks, is a major hurdle for content providers, etc). It also doesn't make any sense for business use (e.g. where the administrator is not the computer owner in the first place, but is just some "random" employee). Needless to say, I won't be doing that.
Also note that my OS will use a versioning file system. This means that nothing can modify any file (you can only create a new version of the file); which means that the game/video driver can check "version 123" of the file and continue using that version after a new version of the file is created.
If the current frame depends on the reflective surface; and if the reflective surface depends on the cube map; and if the cube map depends on the moving/animated object; then whenever the video driver updates the moving animated object it knows it also has to update the cube map, the reflective surface and the current frame.
I don't see what information would be needed about the game/app/GUI design.
Cheers,
Brendan
Most OSs do have at least some sort of file system permissions. The problem is that most OSs also let the root/admin user ignore them, so the existing file system permissions are effectively useless for the purpose of preventing the computer's owner from tampering with a game's files.Ready4Dis wrote:So, then the installed application (or are you only using distributed apps?) (or graphics driver?) must lock the file so no modifications can take place to it while the game is running (basically,at any point after the file integrity check)? That would make sense and solve that issue, which makes the video driver being aware of it's resource locations useful (like you said, one less hoop to jump through while loading). Maybe I don't think as far outside of the box as you, but it's near impossible to stop someone from tampering with files if they really want to, the key is that they can be checked during run-time (of course, that doesn't stop someone from editing the .exe file to stop doing a check sum, but that's an entire topic on it's own) and then disallowed to change (although, nothing to stop you from writing a file system driver that allows you to send the calls through an intercept app that then modifies said textures).If the OS's file system security is so lame that it can't prevent people from tampering with a game's textures, then the OS's file system security is probably so lame it can't prevent people from tampering with a game's executable, shared libraries, scripts, etc either.
Of course the idea of "all powerful root/admin" idea is stupid and broken (it completely disregards the principle of least privilege, is a huge shining beacon for brute force/dictionary "root password guessing" attacks, is a major hurdle for content providers, etc). It also doesn't make any sense for business use (e.g. where the administrator is not the computer owner in the first place, but is just some "random" employee). Needless to say, I won't be doing that.
Also note that my OS will use a versioning file system. This means that nothing can modify any file (you can only create a new version of the file); which means that the game/video driver can check "version 123" of the file and continue using that version after a new version of the file is created.
Yes.Ready4Dis wrote:Yes, but does the graphics system also know that through a portal there is an animated object that is moving? That means the reflective surface needs to be updated as well, even though neither the cube map description or the angle has changed. But it only needs to be updated if that portal is visible from the perspective of the object, otherwise it doesn't affect it.For rendering, the video driver has know how the reflective surface uses on the cube. For determining what to update; the video driver only needs to know that the reflective surface uses/depends on the cube, which is a tiny subset of the information the video driver must know (for rendering purposes) anyway.
If the current frame depends on the reflective surface; and if the reflective surface depends on the cube map; and if the cube map depends on the moving/animated object; then whenever the video driver updates the moving animated object it knows it also has to update the cube map, the reflective surface and the current frame.
The game tells the video driver how the animated object changed. The video driver figures out what needs to be updated from that alone.Ready4Dis wrote:Or would the game engine have to notify the video driver that the texture is dirty and needs refreshing?
That was enough information for what you described previously; but you've added a new dependency (a dependency on the moving animated object that wasn't mentioned before) and now it's not enough information.Ready4Dis wrote:See my previous statement, that isn't near enough information to update the reflective surface.In other words (makefiles!):Code: Select all
cubemap: cubemap_description update_cube_map reflective_surface: reflective_surface_description cubemap update_reflective_surface
Yes; some games do try to dynamically adjust detail in some way/s, but they're fighting against the design of APIs and tools that weren't designed for it and their solutions tend to end up being reactive rather than proactive causing hysteresis. For a worst case scenario consider alternating "complex, simple, complex, simple" frames - after a complex frame it reacts by reducing detail for the next/simple frame, and after simple frames it reacts by increasing detail for the next/complex frame.Ready4Dis wrote:The third choice that lots of games use, is of course Dynamic LOD (level of detail). It may render things in the background slower (animation updates, inverse kinematics) use billboards, reduce geometry, turn of certain features, etc. These can't all be part of the video driver unless each app tells it specifically how to render different quality levels. If the frame rates start dipping they can drop from parallax mapping, normal mapping, bump mapping to just plain texturing. It can do more fancy features for up-close objects and use less intense features for things further away or out of focus, etc. I just don't see how you can dump that off as the job of the video driver without it knowing a LOT more information about how the game and artists designed the game.For video there are 2 choices:
"fixed frame rate, variable quality"; where reduced quality (including "grey blobs" in extreme conditions) is impossible to avoid whenever highest possible quality can't be achieved in the time before the frame's deadline (and where reduced quality is hopefully a temporary condition and gone before the user notices anyway).
"fixed quality, variable frame rate"; where the user is typically given a large number of "knobs" to diddle with (render distance, texture quality, amount of super-sampling, lighting quality, ...); and where the user is forced to make a compromise between "worse quality than necessary for average frames" and "unacceptable frame rates for complex frames" (which means it's impossible for the user to set all those "knobs" adequately and they're screwed regardless of what they do).
I don't see what information would be needed about the game/app/GUI design.
Cheers,
Brendan