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#26 | |
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
Seriously, if it was a "marketing thing," 3dc would not be in FarCry.
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#27 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
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Last I heard, 3dc wasn't in.
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#28 | |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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I thought it was going to be in 1.3? |
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#29 | ||
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#30 | |
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Member
Join Date: Apr 2004
Location: England
Posts: 333
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#31 | ||
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Member
Join Date: Sep 2003
Posts: 317
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Quote:
BTW, Dave, where did you hear 3dc was cancelled, in the last Crytek interview they said 3dc would be enabled in 1.3? Plus, it looks like some prelim 3dc stuff made it into 1.2
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#32 | |
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rwaaaraararagh
Join Date: Feb 2004
Location: beaver
Posts: 14,048
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??????? |
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#33 | ||
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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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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#34 | |||
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Casual Member
Join Date: Feb 2002
Location: switzerland
Posts: 2,088
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#35 | |
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Senior Member
Join Date: Jul 2002
Location: BelleVue Sanatorium, Billary, NY. Patient privileges: Internet access
Posts: 2,694
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These things are only true if the hardware implementation is good, the drivers are good in supporting that hardware, and the software engine does a good job in supporting the feature. As well, it's always comparative, too, as in one man's "dynamic branching" program is another man's "dynamic branching" nightmare... |
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#36 | ||
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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Quote:
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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#37 | ||
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Registered
Join Date: Mar 2004
Location: New Hope, MN
Posts: 6
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#38 |
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Crazy coder
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Whether to call it dynamic branching or not is open for debate, but since it's semantically the same thing, I think it's valid to call it that. I don't see however how you can claim it to be comparable to CMOV. In fact, it moves away from such a model to a model where only one path is executed.
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#39 |
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Senior Member
Join Date: Jun 2002
Location: Sydney Australia
Posts: 575
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http://www.driverheaven.net/#article_15593
Farcry 1.2 - the withdrawn patch Posted on Friday, July 23, 2004 at 11:49 PM by Zardon - 31 Comments Lets face it, Its been a hell of a rough month for Crytek, not only was their much vaunted 1.2 patch severely delayed, they finally released the patch only to withdraw it today. We had planned a look at this patch on ATI hardware with new beta drivers but unfortunately it seems rather pointless presenting an indepth article detailing frames per second differences at various resolutions when the patch has been removed from public consumption. Nonetheless we have seen this is a hot topic of conversation on our forums, so Stuart and myself feel we should post something detailing a little of the apparent mysteries involved with this patch and forthcoming ATI drivers. This is the official statement today on the withdrawal of Patch 1.2, "Far Cry patch 1.2 has shown unexpected behaviour on specific hardware configurations. These matters are mainly due to incompatibilities with several optimisations brought lately to the code, with the intent to please a large number of users. We're currently asking CRYTEK to work on delivering a new patch as soon as possible. Until then we have decided to remove the patch 1.2 from the official UbiSoft websites." We will be very interested to see what will have changed when it reappears, remember the benchmark disappearing from Tomb Raider: Angel of Darkness? A few weeks ago we received an advance copy of FarCry 1.2 from Nvidia. This build of 1.2 was sent out as it added Shader Model 3.0 support to enhance performance (but not image quality at this time) on the 6800 series graphics cards and we detailed the performance impact of the changes in a previous article. Lets have a look at the patch that "never quite was". To get the full benefits of the patch you would have required an X800\X600 or X300 class graphics card, DirectX9.0b, FarCry 1.2 and Catalyst build 8.041 or above. If you have these you’ll get the full feature set: SM 2.0b and Geometry Instancing The 2nd option is to have a R3xx or above graphics card (9500,9600,9700,9800) DirectX 9.0b, FarCry 1.2 and Catalyst 8.041. With this setup Geometry Instancing support is possible. Thats right people, the NV40/SM3.0 isnt the only card/Shader Model that can provide instancing, any of ATI’s DX9 hardware supports this feature, in the words of some ATI employees (off the record) "even using DirectX9.0b" So what does this mean? Instancing: Lets look at the feature common to all ATI cards first. Geometry Instancing (/Vertex Instancing) allows for more detailed graphics. A specific example in Farcry is that distant vegetation is no longer rendered as sprites, the render changes to a more detailed animated vegetation. (Effectively the objects like grass or tree’s in the distance can now be animated like the vegetation near your character rather than be static 2d sprites). Overall performance will be lower by removing the usage of 2D sprites and increasing the geometry level. Geometry Instancing will make this higher detail option a better option for RADEON X800 users. To see the real benefits of instancing, you can manipulate the amount of geometry on the screen with Far Cry’s e_vegetation_sprites_distance_ratio parameter. This engine setting controls the point at which truly rendered (using geometry) vegetation is replaced by 2D sprites (billboards). The default value is “1â€. Substituting a higher value pushes the threshold at which this substitution occurs to a distance further from the viewpoint. Type the following in the command console: \e_vegetation_sprites_distance_ratio 100 This will eliminate the usage of 2D sprites as vegetation, and draw full animated vegetation throughout the scene Shader Model 2.0b path: The main benefit of the Shader Model 2.0b path in FarCry is that you have much improved one pass lighting support. As this improves the performance of indoor areas (due to heavy use of lighting) the SM 2.0b path gives benefit in many levels within FarCry. Additionally the 2.0b path gives added support for other complex shaders throughout the game, again boosting performance. It should also be noted that the support for the above features is not unique to FarCry, any game developer using DX9 will be able to use the above features on the ATI Radeon. We have been playing with these new features today and its relatively simple to enable the above features. Firstly open the Farcry Console using the ` key. For SM2.0b path type (without quotes) “\r_sm2bpath 1†and hit return. For Instancing support type (again without quotes) “\r_GeomInstancing 1†Of course if your enabling Instancing you’re going to want to bump up the vegetation detail, to do this you need to change your Farcry settings from (e_vegetation_sprites_distance_ratio,1.000000) to (e_vegetation_sprites_distance_ratio,100.0000). This change removes spite vegetation and replaces it with animated vegetation throughout the scene. So to recap: The major performance increase is due to improvements in the lighting shader. The new patch enables the effect of three lights to be calculated in one pass (previously, each light required its own pass). It is possible, with a bit of extra work, for four lights to be calculated in a single pass on ATI hardware, but Crytek has not made the changes that would enable this. This is the major performance increase on both ATI and Nvidia hardware. The second performance increase is through the use of instancing. Instancing is a technique by which large numbers of identical objects can be grouped together and processed as a batch, greatly reducing the load on the CPU. Uses in FarCry include trees and grass. In the original version of the game, only trees and clumps of grass close to the player were rendered as geometry (that is, as a collection of triangles with textures painted across them). Further from the viewer they were replaced by "billboards" - a flat image of a tree that always faces the viewer. This increases frame rates, but at some cost to realism. Instancing allows the distance at which geometry must be replaced by billboards to be increased significantly (to the extent that essentially nothing the viewer sees is a billboard) with only a very small hit to performance. SM3.0 includes instancing, a feature nvidia have promoted heavily, saying that it proves the superiority of their hardware - while this is certainly a major talking and selling point, all X800 cards (and even 9500,9600,9700,9800) are capable of instancing. We have a beta driver in our possession which reflects this and associated performance gains, and it will be in the publicly posted CATALYST 4.8. We dont feel until a final patch is available from Crytek we should post our detailed findings as there is every possibility between now and the next release this could change. We can give you rough indications of percentage increases - on the research map with Far Cry v1.2 \r_sm2bpath 1 and HLSL compiler profile 2.0b we saw increases of 13% at 1024x768, 21% at 1280x1024 and 25% at 1600x1200. Nothing to be sniffed at. So what about the juicy gossip? Well to say today has been a dramatic day is an understatement, during our testing period for the last 12 hours or so we have spent alot of time on the phone and in email to many people in the industry, one such person in the industry even stated this: "Nvidia encouraged Crytek to use partial precision in the shaders wherever possible. This means that many of the shaders will run in 16-bit precision, not the 32-bit precision (a requirement of SM3.0) that they are touting to the press. Ironically, while promoting the 32-bit precision of SM3.0 as a "must have", Nvidia is asking developers to use less precision than was available in SM1.0 - that is, all the way back in DirectX8! Even more ironically, ATI hardware will run most of the FarCry shaders more accurately (ATI hardware runs all shaders in 24-bit precision). Microsoft, the owner of DirectX, defines 24-bit and greater as "full precision" and 16-bit as "partial precision", Nvidia has claimed that ATI paid Crytek to delay the patch and include ATI features (the figure mentioned was $500k!)." So there you have it, some of the facts, and some rumours.... nonetheless Crytek has committed to delivering 3Dc support in patch v1.3, which will provide higher detail images, or free up memory with better compression than traditional normal map compression options. FarCry is a great example of a next generation title that uses normal maps extensively. When the "final" patch arrives, we will be giving it a good going over and posting indepth results. |
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#40 |
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Member
Join Date: May 2004
Posts: 230
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Partial precision is not bad. In Far Cry there's no difference between FP16 and FP24. I will admit, if there's a difference in IQ in future games then FP24 over FP16 will make more of a difference than FP32 over FP24.
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#41 | |
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Regular
Join Date: Jun 2003
Posts: 6,178
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Quote:
NV40 may be quite capable at FP32, but if Nvidia pay developers to only use FP16, then for all intents and purposes, you'll never see FP32 out of NV40 - it will act as an FP16 only card. |
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#42 | ||
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Member
Join Date: May 2004
Posts: 230
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Quote:
BTW, nVIDIA told developers to use FP16 whenever possible, not just everywhere. I think nVIDIA expected this generation to have effects where FP32 is absolutely nesecarry over FP24 while other effects are good with FP16. |
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#43 | |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
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#44 | ||
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Member
Join Date: May 2004
Posts: 230
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#45 |
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Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
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Well, he was suggesting that the actual usable number of bits in FP16 was less than DX8 precisions - but there are no actual set precisions in DX8 (he was thinking of FX12 on NV3x). He also states that FP16 is definced as partial precision whilst FP24 is full, however than statement gets a little fudged when you start thinking about the differences in SM3.0.
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#46 |
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Even FX12 is never more precise than FP16. And neither was the 13-bit format in Rampage, as he mentions SM1.0.
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Binary prefixes for bits and bytes |
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#47 | |
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Member
Join Date: Feb 2003
Posts: 190
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Quote:
OR AT LEAST SOMETHING TO SUPPORT YOU CLAIM?!!??!?!
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I'll think of something later |
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#48 | ||
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,314
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Quote:
__________________
Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#49 | |
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R.I.P. 1983-2010
Join Date: Nov 2002
Posts: 2,234
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Quote:
Isnt Pixel Shader 1.4 defined by a integer16 format? But not a FP16 format? Or is that how ATI does it?
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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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#50 | |
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Member
Join Date: Feb 2003
Posts: 190
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Quote:
What do you mean? Elaborate
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I'll think of something later |
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