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#1 |
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Crazy coder
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As I promised in the Far Cry thread, I made a demo showing the dynamic branching technique on non-ps3.0 hardware.
![]() http://esprit.campus.luth.se/~humus/ Performance improvement with early-out enabled is in the range of 2-4 times that of without early-out. |
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#2 |
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Diamond Viper 550
Join Date: Feb 2003
Location: U.S.
Posts: 1,189
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Sweet!...can you tell us more?
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"I demand the constitutional right to eat my enemies" - RussSchultz |
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#3 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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I LOVES IT!!!!
The difference in performance is remarkable, the difference between unplayable and smooth as far as it went for me.
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#4 |
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Senior Member
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Nice .. GJ man .... i have one thing to say now ... no doubt ... !@#$ NV this round again ! 8)
RainZ
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Intel Core 2 Duo E8400 4ghz · Asus P5Q Pro · CM HAF 932 Crossfire XFX HD5850 1gb 775/1125 · Samsung P2350 8GB Kingston HyperX T1 1066mhz · SB Audigy2 ZS Antec TruePower Quattro 850W · Windows 7 64 |
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#5 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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Would be interesting to see a SM3.0 demo to back up your claims. Hope someone do that.
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Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent |
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#6 |
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Member
Join Date: Sep 2003
Posts: 317
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This is great and all Humus, but what really matters is not whether a homebrew app with spinning lights delivers on performance, what matters is how the games perform and look. There can be all the SM2.0 tricks in the world, but if devs don't use them it really don't matter. With the talk of the upcoming FarCry 1.2 patch having SM3.0-only visual effects, stuff like this is fun in theory but more useful if games actually implement it, and you have to wonder how well ATI is doing in that department. I mean, if the next big game was "Humus: The Game" then we might something significant to talk about.
AFAIK its not anything new either, so I'm not sure why this is being made such a big deal of, except to attempt to distract attention from and detract from Nvidia's more advanced Shader Model 3.0 support whose game support is getting larger and larger by the day. Being that you work for ATI, it's kind of hard not to make this connection. Sorry to say, but this sounds like FUD in a hard, ATI needs to detract from the competitors features because they are behind, way. Other comments you've made like "Nvidia can consider themselves pwned," talking about raining on Nvidia's parade, etc, are also telling of your stance and what brand you are probably optimizing for when you write those demos. In the end though, if people do buy an ATI card and are disappointed because SM3.0 does offer things that SM2.0 doesn't in actual games, and users do end up missing out on visual effects because they own an X800 card, will you step up to the plate and take responsibility for making misleading claims that SM2.0 will look and perform similarly to SM3.0? Or are you going to let the blame fall on the developer and Nvidia? Again, since you now work for ATI these questions come to mind.
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#7 | |
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Naughty Boy!
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Quote:
Its a twimtp tittle. |
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#8 |
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Member
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On the one hand, you have a point- ATI should work with developers more to get PS2.0 to be used in such a way. They seem to be WAY too passive on this, and there are far too many TWIMTBP games coming out. It's sad, really, and I wish they'd take the initiative. I hope HL2 changes the situation a bit.
But on the other hand, part of the blame for situations like this does fall on Nvidia, because they are misleading in their marketing. PS3.0 doesn't offer anything useful that can't be done in PS2.0. Effectively, they are overhyping it because the competition is too close for comfort on the PS2.0 level.
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We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei, and in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever. |
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#9 | ||
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
But that doesn't matter. The point is if you have an X800 card it looks like you may not be able to see the visual effects because they are SM3.0 only. Telling yourself that SM2.0 can emulate the same thing isn't going to make the visual effects magically appear on the screen. Much like Nvidia did with the FX series, ATI has left themselves wide open to things such as this by not adequately supporting the latest shader technologies. Devs have a choice. They can either code for SM3.0, and spend extra time coding and testing an SM2.0 emulation of those effects, or they can just code SM3.0. SM3.0 will be useful on the 6800 and all future Nvidia/ATI cards. An SM2.0 emulation will be likely be too slow for last generation (98xx/59xx) cards, and irrelevant for future generation cards. So by spending the time to develop SM2.0 emulation of SM3.0 effects, the developer is essentially spending that time and money developing for a single video chipset - the R420/X800. Is it worth it to develop for a single chipset? Its up to ATI to convince the developer to do so, much like Nvidia was able to get NV3x paths in a number of games last and this year.
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#10 | |
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Member
Join Date: Feb 2002
Location: Norway
Posts: 542
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Quote:
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There are only 10 types of people in this world; those who understand binary and those who don't. Disclaimer: Any errors in spelling, tact, or fact are transmission errors. |
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#11 |
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R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
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On my 6800 Non Ultra I get 37 FPS with The Dynamic Branching set to true. With Dynamic Branching To False its 40 FPS.
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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 |
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#12 | ||
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
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#13 | |||
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Naughty Boy!
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sm2.0 can do them just fine. sm2.0 does hdr fine in half life 2 . Quote:
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Would you be happy if valve said from now on we are only going to let the 6800ultras run shader model 1.1 paths ? Becasue that is the same thing that cyrotek is doing right now . |
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#14 | |
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Member
Join Date: Sep 2003
Posts: 317
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#15 | |
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
On the other hand, CryTek coded additional visual effects for Shader Model 3.0, and chose *not* to code an additional emulated fallback SM2.0 shaders for these specific effects. Not implementing the effects in Far Cry is simply CryTek not spending the time/money to do so - if ATI supported Shader Model 3.0 they could display the effects fine, but they don't. A better analogy would be "How would you like it if Valve didn't include an NV3x path in Half Life 2," because that is a similar case where one card can get similar effects of another card if additional time-consuming coding is done. And my response to that is that its up to Nvidia to convince the dev that its worthwhile to add this to their card, because it is something that is not necessary, just like writing fallback shaders for every single visual effect for ATI cards that do not support the latest shader technology is not necessary.
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#16 |
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Junior Member
Join Date: Jun 2003
Location: San Diego, CA
Posts: 26
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I second what Ruined said. I'd also like to add that this isn't dynamic branching and it isn't a generic replacement for such. It is a special case which requires switching a bunch of render states and sending all the geometry through the pipe again. It's a hack.
I'm not saying it's not a nice technique, but why do you try to mislead people and say that it is more than it is, and that NVIDIA is "pwned"? If this is true then I expect ATI will be pushing this technique in the future and scrapping development of any SM 3.0 hardware now that you've single-handedly made it obsolete, right? |
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#17 |
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Eric the Half-a-bee
Join Date: Oct 2003
Location: The cat detector van from the Ministry of Housinge
Posts: 2,050
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Well done, Humus!
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#18 |
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Member
Join Date: Sep 2003
Location: UK, Bedfordshire
Posts: 448
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Great demo Humas,
On my 9800 Pro (Catalyst 4.5) this method gives an increase from 40 FPS to 125 FPS (thats about a 213% speed increase!)
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PeterAce "Lost in quantisation" |
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#19 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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I can not believe the amount of attacks a man gets for sharing some knowledge around here anymore.
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#20 | |
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,457
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Quote:
9700pro 140fps true 43fps false fullscreen 1280x960 95fps true 26fps false |
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#21 | |
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Member
Join Date: Sep 2003
Posts: 317
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#22 | |
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#23 | |
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Member
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They're shafting their own customers, not just ATI's.
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We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei, and in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever. |
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#24 | ||
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
Err, Humus didn't invent this technique, he just made a demo using it.
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#25 | ||
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
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