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#176 |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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Wouldn't work coz if there's no booze I'll look for girls.
Is this thread dead?
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#177 | ||
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Member
Join Date: Apr 2004
Posts: 810
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#178 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,949
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I don't think there is anyone in this thread that would disagree to DXT5 fallback normal map compression should the developer wish to include it, as that will provide some benefit to the majority of users. However, the situation may not be entirely analoguous.
In the case of 3Dc vs DXT5 compression there will be a slight quality drawback for the DXT5 method, hence the only way of getting 3Dc quality is by using 3Dc hardware. However, it appears that in the case of the shaders in Far Cry it may well be the case they can be coded in such a fashion that they are qualitatively equivelent on SM2.0(+) hardware as they are under the current SM3.0 path. |
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#179 | ||||
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Senior Member
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GPU blog |
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#180 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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Quote:
What's your poison Rev, I'm buying...
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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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#181 | |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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That is a pretty low-blow on Chalnoth, he's better than that...
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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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#182 |
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Member
Join Date: Apr 2004
Posts: 810
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Personally, I would be very interested in seeing what Crytek could do with modifications for SM 2.0/2.0+, DXT, etc. Maybe in a future patch? Perhaps wishful thinking, but would be nice nevertheless.
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#183 | ||
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Naughty Boy!
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#184 | ||
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Moderate Nuisance
Join Date: Feb 2002
Posts: 4,653
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#185 | |||
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Senior Member
Join Date: Jun 2003
Location: UK
Posts: 1,521
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#186 | |
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Join Date: May 2002
Location: New York, NY
Posts: 12,678
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2. Not all of the shaders are possible with SM2 (any version).
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April 20, 1979 - America must never forget. |
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#187 |
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Senior Member
Join Date: May 2002
Posts: 2,657
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Well the patch is now available:
http://www.fileshack.com/file.x?fid=4787 http://www.3dgamers.com/dl/games/far...tch12.exe.html
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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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#188 | |||
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Member
Join Date: Jul 2003
Location: UK
Posts: 119
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There's a few interesting bits in the log files after upgrading to 1.2
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Mark |
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#189 | |
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Member
Join Date: Sep 2003
Posts: 317
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v1.2 SM2.0 - 51,213 polygons, 69fps v1.2 SM3.0 - 46,139 polygons, 73fps Well, that argument was just proven wrong Note the # of polygons from the exact same position.
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We're all in it together. |
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#190 |
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Member
Join Date: May 2004
Posts: 920
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try disabling the pixel shader optimizations and see how the fps compares.
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#191 | |
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Regular
Join Date: Jun 2003
Posts: 6,164
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Or are you saying that the two scenes have the same number of polygons, but that instancing means that the game pushes less polygons to the card, and the card makes up the difference via instancing, thus giving you a peformance advantage for the same number of polygons? I have to say, that five frames are not exactly the stellar improvement Nvidia was pimping. |
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#192 | |
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Member
Join Date: Mar 2004
Location: Göttingen, Germany
Posts: 144
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So it's not so strange that 'hovz' considers vertex instancing useless, when it apparantly doesn't give any gains in performance or image quality. What makes it worse, is that I would consider Farcry a game that would benefit most from instancing. All those trees, grass, foilage and stuff should make a best-case scenario. Quite unlike other games. Can't image games like Doom3 or HL2 having much use for instancing. Unless HL2 includes a scene like in Starship troopers, where you see millions of these creepers invading a base. Otoh... that games, that were developed before instancing is available, don't have much use for it, doesn't necessarily mean future games can't use it in a meaningfull way. Maybe it's just difficuly to patch in afterwards... |
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#193 |
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Member
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I'm running some SM 2.0 vs 3.0 path testing right now - I have to say, there is a performance improvment in the 3.0 path, but its magnitude isn't matching up to the numbers seen prior to the patches release thus far...
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Elite Bastards |
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#194 | ||
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Anyone that wants to speculate?
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#195 |
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Senior Member
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The poly count is different because FC counts every poly that is renderd. If it need 3 passes for one object all polys of this objects count 3 times. SM3/SM2B need less paases per object. This will reduce the polycount.
object instancing will not reduce the polycount it will only reduce the number of drawcalls. Drawcalls are not counted from Far Cry.
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GPU blog |
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#196 | |||
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Senior Member
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#197 | ||||
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#198 | |
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Regular
Join Date: Jun 2003
Posts: 6,164
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#199 | |
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Member
Join Date: Jun 2003
Location: Perth, Western Australia
Posts: 143
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Demirug, is the SM2B path used by default if your card supports it, or do you have to specify something like \r_SM2BPATH 1 to enable it? If it's enabled by default, then could that explain why there is little perf diff between the SM2 and SM3 paths? Could I ask any more questions? |
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#200 | ||
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