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#1 |
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Beyond3D News
Join Date: May 2007
Posts: 440
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TransGaming has just released SwiftShader 2.0, an highly optimized software rasterizer that supports DX9 and Shader Model 2.0 and scales with multi-core processors. It can run (albeit slowly) many modern games and it makes a dual-core Penryn perform similarly to the GeForce FX5600/5700 in 3DMark05.
Read the full news item |
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#2 |
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Regular
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Looking forward to seeing the performance in Far Cry, FEAR and HL-2.
Jawed |
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#3 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Far Cry Benchmark
The benchmark started at 04-Apr-08 01:33:43 System Information Operating system: Windows (TM) Vista Ultimate System memory: 4.0 GB CPU: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz CPU speed: 2400 MHz Sound system: Luidsprekers (Creative SB X-Fi) -------------------------------------------------------------------------------- Resolution: 1024×768 Maximum quality option, Direct3D renderer Level: Research, demo: Research.tmd Pixel shader: model 2.0b Antialising: None Anisotropic filtering: 1× HDR: disabled Geometry Instancing: disabled Normal-maps compression: disabled Score = 7.22 FPS |
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#4 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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That's an OpenGL game I'm afraid. FAQ: What about an OpenGL interface?
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#5 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#6 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Please note that SwiftShader 2.0 hasn't been particularly optimized for any of these games. We are committed at optimizing for our client's needs of course, but for existing games only the most obvious bottlenecks were analyzed.
And, just as importantly, none of these games have been optimized for software rendering. For example using a cube map for vector normalization is tens of times slower than a 'nrm' shader operation. Also many operations a graphics card does 'for free' actually cost cycles when software rendering, unless properly disabled. So the above scores are not an upper limit for what is possible with software rendering. For this release we focussed mainly on features and quality, offering a 'complete' Direct3D 9 device for the casual games market. |
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#7 | ||||
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Regular
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Since we talk a lot about ALU:TEX ratio for hardware and where software is in relation to that, would you like to hazard a guess at this ratio for your C2Q PC? Quote:
So, it's early days yet, too early to examine the detailed performance of state of the art software rendering on C2Q, say, against dual-core-with-IGP systems. Presumably you're looking forward to Nehalem - I imagine the shiny new memory system will make things run significantly better. Does the performance of SS on Phenom show benefits attributable to its memory system (as opposed to C2 or X2)? Jawed |
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#8 |
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Junior Member
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Wow, this is awesome!! I'm glad there's a free-to-use software rasterizer for D3D out there. I can't wait to try it out for myself.
Quick question: right now it supports only SM2? Not SM2.a/b, or even SM3? |
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#9 |
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Junior Member
Join Date: Aug 2007
Location: Houston, Texas
Posts: 79
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I'm really anxious to know how well it performs on the Phenom platform as well. SS seems like an extremely memory intensive program and should benefit from Phenom/Nehalem cache structures and system mem bandwidth. I hope they add SEE4/a enhancements in future revisions to make better use of the power of these new chips. Also I wonder if the virtualization characteristics on AMD and Intel processors can be used to their advantage.
EDIT: I forgot to ask, does SS 2.0 have x64 code optimizations? It seems to me it would benefit from the memory optimizations x64 allows. Last edited by wingless; 04-Apr-2008 at 16:59. Reason: x64? |
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#10 | |||||||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Note though that it's never a bottleneck in the ALU:TEX sense of graphics hardware. There are no dedicated texture samplers that could be a bottleneck on their own. It's just a shift in what code is spent most cycles on. This is also why I'm a big proponent of adding a gather instruction to CPUs. It's useful for texture sampling, transcendental functions (for lookup tables), and tons of other things besides graphics. Adding actual texture sampling units would be of much less use for anything else and hard to standardize. Quote:
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#11 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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wouldnt this be of benefit for those games which dont run properly (rendering errors) on modern cards + drivers
examples: system shock 2 theif 2 crimson skies edit: Just tried crimson skies and it just doesnt run with swiftshader installed Last edited by Davros; 04-Apr-2008 at 19:11. |
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#12 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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What makes you think that? It renders at realatively low framerates and low resolution so total bandwidth needs are modest and there's a lot of cycles between texture accesses simply because of the filtering.
Inter-core bandwidth and latency is something to stay aware of though, especially with increasing core counts. Quote:
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#13 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#14 |
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Member
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Screen shots? How is the quality compared to hardware rendering?
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#15 |
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Senior Member
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Really funny piece of code!
Here are some fillrate numbers on my E8400 @ 4GHz: Code:
FrameBuffer Clear : 1254,4 FPS
Color Fill : 395,1034 M-Pixel/s
Z Fill : 807,8229 M-Pixel/s
Color + Z Fill : 309,5396 M-Pixel/s
Single Texture : 186,2271 M-Pixel/s
Single Texture Alpha Blend : 163,5779 M-Pixel/s
Dual Textures : 115,7628 M-Pixel/s
Triple Textures : 83,04722 M-Pixel/s
Quad Textures : 65,43114 M-Pixel/s
1 Floating Poing Texture : 143,4452 M-Pixel/s
Render to Self : 171,9665 M-Pixel/s
PS 1.1 Simple : 161,0613 M-Pixel/s
PS 1.4 Simple : 166,0944 M-Pixel/s
PS 2.0 Simple : 135,8955 M-Pixel/s
PS 2.0 PP Simple : 138,412 M-Pixel/s
I noticed, that there is some colour banding in the RTHDRIBL demo -- flares and bloom edges mostly.
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. Last edited by fellix; 04-Apr-2008 at 22:34. |
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#16 | |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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One thing the retail version of crimson skies wouldnt work at all it complained about needing direct-x 7.0 or higher I had to patch it to version 1.02 for it to work. As demo's are usually based on version 1.0 and never updated it may not work for you ps: if your looking for ideas of games to try read this thread: http://forum.beyond3d.com/showthread.php?t=47534 edit 2: sorry i thought you just wanted ideas for games to play, i didnt realise you were connected to swiftshader and actually wanted non working games to test |
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#17 |
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Senior Member
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Texture filtering is completely missing here, as well as the AA:
__________________
Apple: China -- Brutal leadership done right.
Google: United States -- Somewhat democratic. Microsoft: Russia -- Big and bloated. Linux: EU -- Diverse and broke. |
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#18 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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It's Shader Model 2.x actually. It supports dynamic branching and predication for vertex shaders, gradient instructions for pixel shaders, there's no limitations in dependent texture reads, support for arbitrary swizzle, no register limitations, and no shader length limitations.
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#19 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#20 |
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Registered
Join Date: Apr 2008
Posts: 1
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If SwiftShader runs on x86, what about Larrabee?
After it (Larrabee) is supposed to all about easy X86 programming... Markku |
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#21 |
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Senior Member
Join Date: Sep 2003
Location: Well within 3d
Posts: 4,136
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If we're talking about the discrete GPU card variant of Larrabee, SwiftShader would probably be redundant in its current form.
Larrabee would be hanging of an expansion bus, so it wouldn't be a system processor, and it would already be hiding behind a driver layer that would be doing the same thing. It might be doable (or might not, if Larrabee's support for x86 and its extensions is as divergent as some are saying), but it's a lot of extra overhead, and it would be giving up on the fixed-function hardware Larrabee's going to have.
__________________
Dreaming of a .065 micron etch-a-sketch. |
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#22 |
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Locally Operating
Join Date: Dec 2004
Location: QLD, Australia
Posts: 1,774
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If you look at the Far Cry tests, it shows the game is operating in SM2.0b mode. I suppose that means it's supported to some extent.
__________________
Valve Software - Giving me Episodic nightmares Bulletstorm - I Will Kill Your Dick! |
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#23 |
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Member
Join Date: May 2004
Posts: 192
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Obviously this impressive and unique stuff.
Just curious Nick, if you can discuss this, whether you think there will be commercial interest in this version? Or is it more of a research thing until high performance software rendering is really viable. |
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#24 |
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Member
Join Date: Jun 2004
Posts: 168
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Just wondering what does it mean in the context of playing Direct X games on other OS like Mac or Linux?
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#25 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,498
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now that was uncalled for
/Davros cries - you'll never let me live it down will you, Im sorry i know my actions brought shame on B3d, i'll never do it again I promise........ Last edited by Davros; 05-Apr-2008 at 07:50. |
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