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#151 |
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Member
Join Date: Jul 2003
Location: Beijing
Posts: 640
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It's weird, my customer test shows that NV40 does have early stencil rejection, even if alpha test is enabled.
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#152 | |
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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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#153 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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Quote:
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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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#154 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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Well, i think that what he meant is: It's weird because the Nv40 does have early stencil rejection as R420, but in humus demo the R420 does take advantage of that whereas the NV40 sees its performance decrease.
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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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#155 | |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
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#156 | ||
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Senior Member
Join Date: May 2002
Posts: 2,657
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Quote:
Now i'm still interesting to see the PS3.0 doing the same thing, and the answers to the drawbacks pointed out over here.
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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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#157 | ||
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Member
Join Date: Jul 2003
Location: Beijing
Posts: 640
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Quote:
First disable stencil then run the fillrate tester using 2 instructions, the result was just as expected, about 3200MP/s. Then set render state so that all pixels were rejected, the result was much higher, around 22000MP/s.(Z writing was disabled, and there's no color output because of the rejection) Then I enabled alpha test, the result was about the same as the 2nd situation. The above data clearly showed stencil rejection happens before the pixel shading unit, otherwise I wouldn't get that high fillrate. edit: spelling. |
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#158 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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Thanks 991060.
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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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#159 |
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Member
Join Date: May 2003
Posts: 131
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And when developers talked about the befits of SM3.0 they always mentioned branching and it's main purpose, which always seemed to be helping this problem with per-pixel lights, and now it's possible without SM3.0 albeit using a trick, where is the problem?
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#160 | |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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Fair enough |
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#161 |
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Junior Member
Join Date: Oct 2003
Posts: 39
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Well done Humus.
For those poo-pooing on his parade, he has simply shown that you can take an effect and SPEED it up on a large install base of Hardware. One would think that developers want their cool effects to run on all cards with maximum performance on ALL cards. It shows how well the engine is built, which as someone mention, is what Crytek is selling as well. IMHO, the greatest rewards in programming is figuring out something others never thought possible. Humus has taken what appeared to be a SM2.0 limitation, and solved it. Congrats |
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#162 |
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Member
Join Date: Jul 2003
Location: Beijing
Posts: 640
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looks like the current HLSL compiler doesn't favor dynamic branching, it just generated SM2.0 style code even if I was using ps_3_0 profile.
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#163 |
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Me me me
Join Date: Apr 2002
Posts: 15,367
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Shame he's advertising it in such a way that can be considered not-so-objective. Look at the results it created on these boards. A tiny little bit more professionalism on his part could do wonders to calm down teh fanbois one here, both Ati's and NVidia's. And let's not forget about the good old PVR fanbois.
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#164 |
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Join Date: May 2002
Location: New York, NY
Posts: 12,679
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It's not really solved except in one specific case, though. A PS3 version of the same rendering algorithm would be able to do all the lighting application in one pass, while still not doing the lighting calculations that don't need to be done. With Humus' algorithm you'll be sending geometry data to the video card many more times than you would with PS3, which may become the limiting factor in some situations.
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April 20, 1979 - America must never forget. |
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#165 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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Quote:
"We're putting out fires with gasoline, putting out fires with gasoline!"
__________________
Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#166 | |
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Me me me
Join Date: Apr 2002
Posts: 15,367
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Quote:
Hey, i'm just saying... |
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#167 | |
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Junior Member
Join Date: Jul 2002
Posts: 26
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Quote:
So I don't understand why so many guys think that this shows anything important. It's a tiny optimization for a specific task - nothing compareable with dynamic branching! |
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#168 |
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Member
Join Date: Apr 2004
Location: England
Posts: 333
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Personally I don't care what it does I just like all the pretty lights.
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#169 | |
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Member
Join Date: May 2003
Posts: 131
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Quote:
Q: 7) What aspects of the screenshots seen at the launch event are specific examples of the flexibility and power of Shader 3.0? A: In current engine there are no visible difference between PS2.0 and PS3.0. PS3.0 is used automatically for per-pixel lighting depending on some conditions to improve speed of rendering. Now doesn't this trick do what they want to do? Certainly if they needed branching for more they wouldn't have mentioned one thing |
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#170 | ||
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Another example, when Gabe said nVidia cards wouldn't have AA (and then HDR) there was an outcry from the nvidia fans (and rightfully so). Eventually these seemingly "difficult" obstacles were overcome. Another example, Neverwinter Nights. Shiny water should have been available under ATi cards, but because bioware apparently only likes their consumers with nVidia cards they lost my $50 (btw, as context I never owned an ATi card and my last two and current one are nVidia cards). What I'm trying to show is that all situations are different but all come down to this: when a developer can provide the same (or very similar) experience to all consumers he should do so and everyone should encourage this behaviour because today is the brand of cards you hate but tomorrow it's you who's left in the rain. |
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#171 | |
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Junior Member
Join Date: May 2004
Posts: 71
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Quote:
edit: typo |
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#172 | ||||
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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What the deuce!? |
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#173 | |
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Member
Join Date: May 2004
Posts: 230
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#174 | ||
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Member
Join Date: Sep 2002
Posts: 559
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Quote:
-FUDie
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Ph.D. - Piled Higher and Deeper |
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#175 |
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Rock Star
Join Date: Oct 2002
Location: Canada
Posts: 961
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I am still waiting for Humusmark2004.
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