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 |
|
Member
Join Date: May 2004
Posts: 920
|
http://www.ixbt-labs.com/articles2/gffx/fc12.html
the bottom part is very interesting. apparently vertex instancing is completely useless. and "FarCry 1.2 example demonstrated that Shaders 3.0 are real and effective and that many games will be capable of their support in case of a flexible engine. Obtained results are somewhat ambiguous: on the one hand, we witnessed performance gain in several places; on the other hand, it seems that the improvement, which brought considerable rendering gain (several light sources at one pass), could have been implemented with Shaders 2.x (possibly even 2.0). Thus I would like to wish the developers not only to promote the latest technologies, but also not to forget and optimize the game performance with the existing video cards. However all performance gains in the above tests are actually due to pass reduction at rendering lighting. That is the current implementation has no merits achieved via the features of Shaders 3.0. " now every time i read some uninformed jackass rant on about shader model 3 in the current gen i will just post this |
|
|
|
|
|
#2 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Shader Model 3.0 r0x!!!
__________________
What the deuce!? |
|
|
|
|
|
#3 |
|
Senior Member
Join Date: Mar 2002
Posts: 3,779
|
So, is this TWIMTBP doing it's thing again?
Man, this sucks pretty bad. The only (non-marketing) things I can think could possibly justify this are that SM3.0 has: 1. 10 texture iterators as opposed to 2 colour and 8 texture 2. More instructions, registers, constants 3. A different way of mapping between VS and PS. I don't see any of these factors affecting their ability to put this lighting model in SM 2.0. 1. I doubt FarCry needs that many texture iterators, but I guess it's possible if a lot of textures consume many of them. Doesn't look like it to me from any screenshot I've seen. 2. Performance wouldn't be where it's at if so many instructions were needed, nor would multipassing have had much of an impact unless geometry was a factor, which it isn't judging by resolution scaling of SM3.0 perf. More lights don't need more registers, and 32 constants is plenty. 3. Not too familiar with this, but it shouldn't make a difference. What confuses me is that they're putting 3Dc into their engine. Why would they do this if they're coding things specifically for SM3.0 that can also be done with SM2.0, i.e. if they're in NV's pockets? |
|
|
|
|
|
#4 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,678
|
Well, Mintmaster, all I can suggest is wait until 1.2 comes out, and use some software to extract the shaders to examine them (I believe the DX SDK comes with such software....).
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
#5 |
|
pifft
Join Date: Jun 2003
Location: oregon
Posts: 1,274
|
ill be waiting for the 1.3 patch when all the 1.2/sm3 stuff is set for sm2.x.....
__________________
but but but.... dang |
|
|
|
|
|
#6 | |
|
Senior Member
|
Quote:
1.2 contains all 3.0 shaders in a binary version in some files. If you extract them you will get more than 80000 pixelshaders. But in any case my good old GFFX 5900 runs the new SM3 Path very well after some work.
__________________
GPU blog |
|
|
|
|
|
|
#7 |
|
Member
Join Date: Mar 2004
Location: Göttingen, Germany
Posts: 144
|
Eh... Do I understand correctly that the unique features of SM3 are not giving any performance gain (vertex instancing) or not used at all (branching) and that the performance gain seen is basicly just optimized SM2 compatible code? :?
|
|
|
|
|
|
#8 |
|
Member
Join Date: May 2004
Posts: 920
|
yep, and its only on nvidia cards. its pretty pahetic that for 2 generations in a row nvidia is hurting the games industry with its ridiculous marketing campaign because it is unable to develop hardware that can compare with atis.
|
|
|
|
|
|
#9 | |
|
Senior Member
|
Quote:
__________________
GPU blog |
|
|
|
|
|
|
#10 | ||
|
Member
Join Date: May 2004
Posts: 920
|
Quote:
|
||
|
|
|
|
|
#11 | |
|
Member
Join Date: Feb 2002
Location: Edmonton, Alberta
Posts: 327
|
Quote:
|
|
|
|
|
|
|
#12 |
|
Member
Join Date: May 2004
Posts: 920
|
nv30 to 40?
|
|
|
|
|
|
#13 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,946
|
My understanding is that the lighting model shaders could actully fit in a single pass with PS2_a/b models, and 3 lights can fit in a single pass with PS2.0, leaving a second pass for the fourth light. However, I believe there is a component that isn't used, so if pack/unpack was used then all 4 lights could fit into one pass even on PS2.0.
I'm not sure that this will be changed, but I would keep an eye on changes after DX9.0c is released. |
|
|
|
|
|
#14 | |
|
Member
Join Date: Feb 2002
Location: Edmonton, Alberta
Posts: 327
|
Quote:
|
|
|
|
|
|
|
#15 | |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Quote:
And in response to your previous comments I think that most agree Nvidia and ATI are on par this round performance wise. This marketing push by Nvidia for 3.0 is more about feature support than performance. One more checkbox.
__________________
What the deuce!? |
|
|
|
|
|
|
#16 |
|
Member
Join Date: May 2004
Posts: 920
|
http://www.nvnews.net/vbulletin/showthread.php?t=32221
interesting thread. some people just dont understand logic. |
|
|
|
|
|
#17 | ||
|
Member
Join Date: May 2004
Posts: 920
|
Quote:
|
||
|
|
|
|
|
#18 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
ROFL!!!
You posted a link to a thread on another site where you tried to flame Nvidia and got flamed in return? Do you relish this sort of punishment? Somebody close this before it devolves into similar tripe to what transpired in that nvnews thread. The thread starter's intent is quite obvious.
__________________
What the deuce!? |
|
|
|
|
|
#19 | |
|
Senior Member
|
Quote:
The big problem with PS 2.0 ist the instruction limit. 64 arithmetic slots are not enough. IIRC it should be possible to fit every shader in 2 passes but many shaders will even fit in 1 pass. I am not sure if 3 lights will allways work with one pass but 2 lights should fine. I am not sure why crytek did not implement the new lighting model for SM 2.X. I need only some hours to get it work on a GF FX. SM 2.0 is more complicated but I am believe that I close.
__________________
GPU blog |
|
|
|
|
|
|
#20 | |
|
Member
Join Date: May 2004
Posts: 920
|
Quote:
|
|
|
|
|
|
|
#21 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Dave, from a development standpoint does your suggestion take an equal amount of time/effort to the SM3.0 implementation?
__________________
What the deuce!? |
|
|
|
|
|
#22 | |||
|
R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
|
Quote:
The Instancing on the grass leaves have made a difference from my experience. But the SM 3.0 patch doesnt speed things up everywhere, Its dependent on where you are and whats being rendered.
__________________
Nzone
SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
|||
|
|
|
|
|
#23 |
|
Member
Join Date: May 2004
Posts: 920
|
did u even read the article i posted?????
if you did you would see the gains arent com,ing from the instancing, but from optimized ps2.0 code. |
|
|
|
|
|
#24 | |
|
R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
|
Quote:
But the differences between Shader 2.0/3.0 pathway in my research shows a 5-10 FPS increase in the areas I mentioned. I have had access to the patch for quite sometime now (Before NDA was lifted) Whether you can take the information I have collected myself as true or not, Thats up to you. My research was done under real world enviroments. The Grass Instancing was paticularly highlighted as point to check, And there are real world gains from 2.0 to 3.0 where high vegetation is used.
__________________
Nzone
SLI Forum Administrator NVIDIA User Group Members receive free software and/or hardware from NVIDIA from time to time to facilitate the evaluation of NVIDIA products. However, the opinions expressed are solely those of the members |
|
|
|
|
|
|
#25 |
|
Member
Join Date: May 2004
Posts: 920
|
can u plz at least have the respect to read the article i posted?
http://www.ixbt-labs.com/articles2/gffx/fc12.html there is no ps 3.0 code. its all optimized 2.0. this is what the whole issue is. its perfectly usable on ati cards but they arent using it. GEE I WONDER WHY |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| AMD Athlon 64 bit CPU preview on Xbit labs | marco | Beyond3D News | 38 | 23-Apr-2003 09:18 |
| Great games with bad reviews and vice versa! | Deepak | Console Technology | 42 | 05-Feb-2003 15:31 |
| ABIT OTES review at Xbit labs | marco | Beyond3D News | 1 | 07-Nov-2002 08:04 |
| Tbreak reviews Creative Labs 5 RX 9700 | marco | Beyond3D News | 7 | 05-Sep-2002 11:33 |