If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 | |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
The number of updates, corrections and interesting comments to add is getting absurd.
Two last issues I'd like to clear up: a). Supposedly the F-Buffer allows R350/R360 class hardware to run without an instruction limit, at least in OpenGL 2.0. Is it the miracle cure-all, and if so, is it something PS 3.0/DX10 will be able to take advantage of? b). Brandon brought to my attention the interesting ShaderMark results (scroll down, you'll see a lot of failures on NVIDIA's part.) These results might mirror Valve's problems with NVIDIA hardware, I thought, and I brought it up with NVIDIA, here's the answer I got: Quote:
Is ShaderMark flawed then? |
|
|
|
|
|
|
#2 |
|
Senior Lurker
Join Date: Feb 2002
Posts: 1,326
|
ask yourself:
what kind of answer did you expect? you are asking the wrong questions. |
|
|
|
|
|
#3 |
|
...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,215
|
More importantly you should ask them "How come the NV3x does not support floating point render targets?"
__________________
IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
|
|
|
|
|
#4 |
|
Moderate Nuisance
Join Date: Feb 2002
Posts: 4,650
|
Jakub, I'm curious what exactly was the question you asked BB? Did you ask about FP formats, or did BB throw that in there as a preemptive defensive measure?
I'm curious why he mentioned integer values specifically, though. Will the FX use FP16 (as Valve indicated in B3D's interview) or FX12 for its version of HDR? FX12 may offer more precision than FP16, but it doesn't natively offer as much range. Will using FX12 be slower than FP16 due to the extra math involved in extracting more range out of an integer value, or does the kind of HDR BB is talking about not require as much range? B3D has known about rthdribl for a long time, though I'm curious to know what more knowledgable people here have to say about BB's assertion that it achieves HDR using the same formats as Shadermark. Is this just a question of DX9 not allowing for HDR on the FX using DX9's default commands, and rthdribl (and HL2) coding in custom work-arounds? I'm still not sure if FPRT's are integral to DX9 or not, and that's the essence of my Q--is the FX fully DX9 if it doesn't support FPRTs? |
|
|
|
|
|
#5 |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Pete, you keep trying to give me too much credit and then holding me accountable for it
My question was simply why did NVIDIA cards not perform the relevant ShaderMark tests, is it a problem with ShaderMark, NVIDIA drivers or NVIDIA hardware? I got that answer in return. Now guys, come on, I'd appreciate real answers, not "you're asking the wrong question, grasshopper." It's humiliating enough to have to ask for help in corrections to my own article, but I did it. I don't see why I should be the subject of further abuse. So please, if you have a real answer or real correction, feel free to share it with me. If this thread and my ignorance somehow annoy you, nobody's forcing you to read it and reply. |
|
|
|
|
|
#6 |
|
...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,215
|
I sure hope you didn't take my response as one of abuse. If you did, you're reading far too much into it.
It seems you have an open line of communications with Nvidia. I've never seen a direct answer from them on why they don't support FPRT. I've only read what other people have derived the issue to be. Even though I have no doubts of the correctness of the outside parties' analysis, I'm interested in seeing how Nvidia handle answering the question. I doubt they'd answer it direct and concise, but parrot back more PR-rhetoric.
__________________
IBSL: 2835, 6541, 8531, 9299, 20484, 86985, 87130 FBSL: 7221, 9255, 15892, 20484 |
|
|
|
|
|
#7 | ||
|
Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
|
Quote:
It's not the same technique. It's a similar effect, but accomplished through different means. It's not Shadermark's fault that it wants certain capabilities to render the effect. As the man himself stated, doing HDR lighting is easier if you have FP render targets. Shadermark exclusively follows this easier approach and doesn't offer a fallback path (as would be expected from a production renderer). Quote:
That also doesn't imply that either of these two are 'biased' applications. The treasure chest demo runs just fine on GeforceFX (because they have PS1.4). That's just fair. Shadermark's HDR tests will certainly run on NVIDIA hardware as soon as the FP render target support is provided. For representing a more real application, let's take UT2k3 and the cube map vs Kyro situation. There is a fallback, because it works and there's a market for it, but it still doesn't look the same, and it doesn't work the same way. You just can't do what you can't do In the meantime, tb could be asked to implement different versions of the HDR tests that would run w the GeforceFX feature set. That IMO would open up another can of worms because Shadermark is also a benchmarking tool, and the equal workload assumption would be broken. I hope this makes sense |
||
|
|
|
|
|
#8 |
|
Regular
Join Date: Apr 2003
Location: Louvain-la-Neuve, Belgium
Posts: 523
|
NVIDIA doesn't support FPRT because GeFFX hardware doesn't comply with current MS FPRT requirements.
MS is not very clear in regard to the requirements for DX9 compliance. MS doesn't say if FPRT are required, recommanded or optionnal. But in the recommanded specs of DX9 they say what the default value of floating point texture format should be. So it seems that FPRT is required or recommanded but not optionnal. David Kirk says at the Editor's Day that FPRT support is not a priority for NVIDIA but that they'll work on it when developers will ask for it. Pete -> FX12 and FP16 precision is the same (10bits)
__________________
Damien Triolet - HardWare.fr Sorry for my bad English. Maybe one day it'll be better :D |
|
|
|
|
|
#9 | |
|
Senior Member
Join Date: Feb 2002
Location: CT
Posts: 2,024
|
F-Buffer isn't a cure-all, it is a way to address one limitation you discussed. In combination with things like: some significantly increased functionality, more performance, and developer innovation...it can allow some interesting real-time effects. It is just that nVidia tried to pretend that larger instruction count was a cure-all.
DX 10 and PS 3.0 (which, AFAIK, are not associated items, BTW) are more than just increased instruction count. For some development work/experimentation, working toward moving real-time shaders closer to off-line rendering shaders, and simplifying the set of limitations developers have to worry about, it is pretty useful, though. As for rthdribl...AFAIK it doesn't offer the same output quality for full functionality, and suffers a performance penalty for working around the limitation. This would seem to relate to why doing HDR in this way in addition to other significant pixel shader usage might pose quite a significant challenge to developers. As for RGBE, take a look. It seems to use a fourth component as a common exponent for the R, G, and B components, which seems like a form of compression. At first glance, this seems to achieve an increased range, while maintaining precision, at the price of: lesser precision as the color varies from grey scale values, extra math instructions to analyze and encode into the format, and tying up the alpha component if it could be used for some other usage. Also, remember that storage and calculation are different...the final result output gets stored in 8 bit format at the end anyways, but the higher precision and range were important at key points in the process before that. Addition: Actually, I found a comment from following the link: Quote:
|
|
|
|
|
|
|
#10 | |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Quote:
Do I have an open line of communication with NVIDIA? No more than anybody else. They answer what they want and how they want it. It's business. I can ask Brian about FPRTs, but I'll get either a PR machine answer or no answer at all. |
|
|
|
|
|
|
#11 | |||
|
Senior Member
|
Quote:
RGBE... I assume the "E" is exposure (acutally, it's the exponent, I checked at this link). This means that you are losing the alpha channel to hold the exponent of the pixel. That's a problem if your application is using destination alpha. Also, this 8-bit RGBE doesn't have the precision (or range) of a 16-bit (or greater) floating point surface. (I say range because the ratio of two non-zero channels is limited to a minimum of 1/256.) In fact, I'd say that RGBE is pretty much irrelevant to the discussion (see below). Quote:
Edit: I should have said "If you need greater precision, then you'll have to use a format that offers more bits." Not all high precision formats are floating point, but floating point formats have the advantage of offering a larger range.
__________________
I speak only for myself. |
|||
|
|
|
|
|
#12 |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Thanks OGL guy, you just clued me in (I think... no more quick conclusions.)
|
|
|
|
|
|
#13 | ||
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Quote:
|
||
|
|
|
|
|
#14 | ||
|
Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
|
Quote:
B) Can be done but requires multipul renders at different brightnesses and your gonna loose FPS and is a pain in the rear to implement and I guess you could do a rather limited implementation using only 16 bit components.
__________________
Trolls find me soo tastey :P |
||
|
|
|
|
|
#15 | |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Quote:
B). I thought the problem was that NVIDIA didn't support floating point render to target, not the actual nature of 16- vs 24-bit precision? |
|
|
|
|
|
|
#16 | |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Quote:
|
|
|
|
|
|
|
#17 |
|
Trollipop
Join Date: May 2003
Location: Australia
Posts: 1,630
|
R300 limit is crap but
*UPDATE* looks like my bad it only supports 65k VERTEX shader instructions :/
__________________
Trolls find me soo tastey :P |
|
|
|
|
|
#18 | ||
|
Moderate Nuisance
Join Date: Feb 2002
Posts: 4,650
|
Quote:
Quote:
|
||
|
|
|
|
|
#19 | |
|
Junior Member
Join Date: Nov 2003
Posts: 26
|
Can someone familiar with OpenGL confirm these floating point render target restrictions by NVIDIA?
Quote:
|
|
|
|
|
|
|
#20 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,946
|
Jakub,
One point that I would like you to readress if possible is not one of a technical nature. In your initial article you said that Huang made the comment along the lines that "ATI is obsessed with NVIDIA and has engineers looking at their IQ problems and then they tell people at Shader day". I'd just like to point out that this was not the point of ATI's Shader day at all and ATI did no such thing there. The only people that made any claims about NVIDIA issues at Sahder Daye and/or IQ were in fact Valve, and given the surprise from the ATI personel about the presentation Valve actually gave they weren't expecting that at all. In fact, in one sense its a real shame that Valve made this presentation because it gave a real stilted perception of what Shader Day was all about as this is all any of the journos (myself included) actually wrote about. The fact of the matter is that the entire shader day was actually an educational day looking at what pixel shaders are and the types of things they can achieve. ATI themselve didn't make any claims about NVIDIA, other than posting up some performance numbers of long shaders and the difference in IQ between FP16 and FP24. Also there is another point, that I raised in the other thread which you might like to consider looking into, given the comments from Gearbox about the support they recieved from NVIDIA. that might raise a slightly different perspective that could be worth looking into for a followup article. |
|
|
|
|
|
#21 | |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,946
|
Quote:
As OpenGL guys points out Range is one of the most important things when dealing with HDR. |
|
|
|
|
|
|
#22 | |||
|
Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
|
Quote:
Quote:
It's not terribly useful at all nowadays, and pretty much pointless for floating point formats, so this isn't a big loss IMO. For the whole shebang you can download the spec and take a look at page 182 (Acrobat Reader insists it's page 195; you'll understand when you try it). |
|||
|
|
|
|
|
#23 | |
|
Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
|
Quote:
Check your PMs. Uttar |
|
|
|
|
|
|
#24 |
|
Homo ergaster
Join Date: Feb 2002
Location: Cumbria, UK
Posts: 1,231
|
Slightly off topic but I had emailed the author of RTHDRIBL when the demo was released, asking him various questions. I've unfortunately lost the original but some things that I do remember are that all releveant shaders are marked with the _pp hint; average number of passes is over 40 (assuming all effects are being used) and that INT render targets are used for the FX range, but require conversions to/from floats for the shader inputs/ouputs.
|
|
|
|
|
|
#25 | |
|
Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
|
Quote:
__________________
Binary prefixes for bits and bytes |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Windows Security Updates Summary for February 2005 | Unknown Soldier | Hardware & Software Talk | 1 | 09-Feb-2005 09:06 |
| A year of nVidia | Quitch | 3D & Semiconductor Industry | 39 | 12-Nov-2003 10:47 |
| Firing Squad NVIDIA Editors Day Article | Dave Baumann | 3D & Semiconductor Industry | 62 | 06-Nov-2003 18:17 |
| Am I CPU bound? | Son Goku | 3D Hardware, Software & Output Devices | 5 | 05-Oct-2003 20:01 |