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#126 | |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Do you mean that developers have some obligation to support a certain installed base of hardware for any new features they decide to add to an already complete game? By not doing so aren't they merely hurting their own sales? Quick poll. Will you be happier if a) the SM3.0 add-ons prove to be worthless and actually slow performance on NV4X. b) the SM3.0 add-ons are great but someone finds a way to replace the SM3.0 shaders with equivalent SM2.0 shaders and everyone can join in the fun.
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What the deuce!? |
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#127 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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hm... well most of that 99.9% really consist of the GF4MX people, and I don't think it matters to those people as much either.
It screws the 5xxx or R3xx/4xx people in that they will be forced to buy SM3.0 capable cards just to see shader effects that could have been done using SM2.0 (should they even care, mind you). This is assuming there is no "someone" to automagically convert SM3.0 shaders to SM2.0 shaders. Option b) is probably what everyone wants, ideally. It's the "replacing with SM2.0 code" that is up in the air right now, unless you're going to do it. |
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#128 | ||
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Senior Member
Join Date: May 2002
Posts: 2,657
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Quote:
Quote:
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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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#129 |
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Member
Join Date: Jul 2002
Posts: 380
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Well all I've got to say is, way to go Humus.
One thing (about the demo now
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Vah! Denuone latine loquebar? Me ineptum. Interdum modo elabitur. |
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#130 |
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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Now that I've seen the huge gains nV reaped with SM3.0 in FC v1.2 in AT's benches, I'm going to have to reread Humus' original posts on this technique.
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#131 | |
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Member
Join Date: Jul 2003
Posts: 176
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#132 | |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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And didn't nVidia fans complain that 3Dmark03 had ATI optimisations (PS 1.4) so much that futuremark had to patch it to include a PS 1.1 fallback? Same thing here. As long as it's reasonably possible to write fallbacks developers should do it. If they don't I'll vote with my wallet. I'm waiting for DOOM 3 before I upgrade. As it stands right now, whether I end up buying a 6800 or X800 I will not be buying FarCry. Today might be ATI getting the shaft, tomorrow it might be nVidia. And considering xbox2, I don't want a flood of PC titles that screw nVidia fans from 2005-until xbox3. Humus: keep up the good work. Oh btw, I think FC uses stencil shadows in indoor parts. |
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#133 | |
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Junior Member
Join Date: Jun 2003
Location: San Diego, CA
Posts: 26
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My biggest question about your technique: Do you need one extra pass (sending of scene to card) per 'if' statement that you wish to emulate, or can you do multiple independent 'ifs' with one pass? I'm really surprised that there's no performance gain from your idea on NVIDIA cards. It really should be saving some work - a stencil test should come before fragment shading unless (maybe) you modify depth values in your fragment shader? Anyway, I'd like to look into it this weekend if I have time. |
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#134 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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If i was paranoaic, i would say there's a corelation between the release of the demo and the SM3.0 test @ Anand
More seriously, hope you can do something zeno
__________________
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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#135 | |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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Too bad I own a 9800pro..so I can't test it ciao, Marco |
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#136 | |||
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Junior Member
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http://www.3dcenter.de/artikel/2003/03-05_english.php Quote:
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#137 |
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Junior Member
Join Date: Jul 2004
Location: Portugal
Posts: 88
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This is a demo about what? Of anything is about a stencil hack of a multipass technique to emulate branching of any shader model available on earth (not just PS3.0).
The thing is: it is a stencil hack -> useless. Everyone knows about this, just like eveyone knows for example that a RenderMan shader can be broken down on every hardware with PS1.1 capabilities (not regarding precision of course). Since the stencil gets used, it is impossible to have stencil shadows on the scene... And what developer would have the trouble of writting a multipass tecnhique using stencil when he could just write an "if". Is like saying that a scene with a single light with PS1.0 supports HDRI: of course it does, it uses one light, so it doesn't overbright... And haven't you heard? NVIDIA know supports 3Dc. Really, really. It simply doesn't compress the texture. And that means even better quality than ATI, althought I think NVIDIA implementation maybe by slower... The demo is great, aka Humus style. What I enjoyed is the change in speach, like "Nvidia can consider themselves pwned." when he knows perfecly well that this isn't a replacement for dynamic branching. Another thing I would like to know Humus is why did you forget to implement any kind of occlusition to the part where it uses branching. That does shift the results a lot because the stencil is the "occlustion"... EDIT: yah, that is right: I registered just to post this... 8) |
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#138 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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Welcome Sigma 8)
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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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#139 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Binary prefixes for bits and bytes |
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#140 | |
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Junior Member
Join Date: Mar 2003
Posts: 11
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As far as I know, both ATI and Nvidia perform Z and stencil buffer tests before pixel shader. And I observed this behaviour many times writing my own shaders on both cards (NV3x and R3xx). In some situations early tests are impossible, e.g. writing Z value in pixel shaders. And about technique.. As wrote in far cry ps3 and stuff topic: - It requiress as many passes as there are paths in the shader - It doesn't work with transparent triangles and some blending modes - It wastes cycles in many cases because some computations must be duplicated in every path. |
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#141 | |
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Senior Member
Join Date: Feb 2002
Posts: 1,151
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The whole point of this thread is to discuss Humus' demo which allows cards that don't support dynamic branching (such as R3XX, R4XX, NV3X etc.) to access some of its benefits. |
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#142 | |
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Registered
Join Date: Jul 2004
Posts: 3
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Unfortunately for Humus, nvidia is currently stealing the show to his fake dynamic branching demo with the upcoming FarCry 1.2 patch (previewed at anandtech and techreport) which includes major performance increases with the help of the SM3.0 path in a real-world game and not in a limited tech demo with some random lights swirling around in a small room. and yes, you've guessed it, I only registered to post this... but you can expect more Humus, I must really say that I am deceived of you and the way you're spreading misinformation around different forums. You really should know better. |
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#143 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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Well, welcome here, thanks for the explanation and post more
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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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#144 |
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Junior Member
Join Date: Jul 2002
Posts: 26
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He is using a programming trick to do in this specific shader something that has similar results like dynamic branching.
But this does not show that dynamic branching "is just a marketing thing". It is impossible to do effective dynamic branching in most shader programms with SM2.0! |
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#145 | |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,951
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#146 |
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Member
Join Date: May 2002
Posts: 95
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Quite a number of people seem to be personally offended by this piece of code
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#147 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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"nVidia can consider themselves owned
sounds more like a joke to me, especially with the smilie there. |
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#148 | ||
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Quote:
Quote:
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What the deuce!? |
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#149 | |
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Senior Member
Join Date: May 2002
Posts: 2,657
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Quote:
Unfortunately the discussion over this technic is a bit difficult as the times of posting are quite incompatible.
__________________
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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#150 | |
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Member
Join Date: May 2004
Posts: 230
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