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Junior Member
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#2 | |
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Senior Member
Join Date: Feb 2002
Location: CT
Posts: 2,024
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EDIT: Reverend!?!? For shame! |
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#3 | |
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Senior Member
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Did you see him dig into "other vendors"
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#4 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,396
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Hmmm. I'm not overwhelmed by the phong shading example. Wasting instructions to normalise constant vectors?
Oh and Phong shading does not use half vectors. It's Blinn's technique they appear to be describing.
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#5 | |||
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Member
Join Date: May 2002
Location: Santa Clara
Posts: 584
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He also seems to be getting confused between antialiasing and anisotropic filtering - I doubt if the texture filtering gets _jaggy_ at 45 degree angles... It seems his sideswipes are a bit ill considered. Maybe he was typing in a hurry to get them all in... Quote:
- Andy. |
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#6 |
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Member
Join Date: Jul 2002
Posts: 194
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After reading that "interview", I have to ask... is Kirk a scientist or a salesman? Or worse, the latter hiding behind the guise of the former...
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#7 | |
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Irregular
Join Date: Feb 2002
Posts: 1,170
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I conducted this from the last 8 or so interviews of his. I didn't even bother reading this one... |
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#8 | |||
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Senior Member
Join Date: Jul 2002
Location: UK
Posts: 1,758
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Do I see Dr. Kirk, or Spin Doctor Kirk?
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#9 |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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There was a miscommunication - the interview wasn't supposed to appear before 31 July. I just pulled it.
In any case, the content should essentially be the same however. WRT David and his salesmanship - what do you expect? He works for NVIDIA And what should I exactly be ashamed of?
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#10 |
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Senior Daddy
Join Date: Feb 2002
Location: London
Posts: 1,869
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strippers or gay bars I assume. Dont be sensitive
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#11 | |
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Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
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Anyone who works for a company and is dedicated to the company he works for is that company's salesman.
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Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
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#12 | |
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Senior Daddy
Join Date: Feb 2002
Location: London
Posts: 1,869
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#13 | ||
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Member
Join Date: Feb 2002
Posts: 123
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#14 |
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Senior Member
Join Date: Feb 2002
Location: Brasil
Posts: 1,790
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"Priest" ... Hummmm
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#15 | ||
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Senior Member
Join Date: Feb 2002
Location: CT
Posts: 2,024
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But, all that is just IMO, and it wasn't like it was on THIS site. |
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#16 | |||
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Senior Daddy
Join Date: Feb 2002
Location: London
Posts: 1,869
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#17 | |||
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Member
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anyways, even though I dont particularly agree with some of the things Dr Kirk said, theres no reason to get so overzelous about the whole thing. Every person representing their company does the same thing more or less. |
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#18 | |
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Junior Member
Join Date: Jun 2002
Posts: 76
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What happened to the days when so-called journalists actually communicated what they learned instead of this NDA'd PR cockgobbling? |
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#19 |
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Senior Member
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David should be pro for his company. Cheap shots from a techincal guy are not needed. It IMHO makes him look bad. Also the fact that nV them self has chosen a higher perfromance method of AA knowing its has issues (alpha textures for one) could be used by another vendor in the SAME mannor (...hey did you know that the reason the GF4 is so fast is that they dont do any AA on textures while our super dupper x6000 does.....). Again I would expect a highly techincal person to still be techincal and pro for his company, while leaving cheap shots to the PR or fanboy groups.
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#20 | ||
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#21 | |
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Senior Member
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Maybe he was thinking of some CPU limited cases |
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#22 | ||
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Member
Join Date: Jul 2002
Posts: 194
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For example, rather than acknoweldging that there are many valid ways to perform anisotropic filtering, he makes statements like the following: Quote:
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#23 | |
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Senior Member
Join Date: Feb 2002
Location: Linköping, Sweden
Posts: 846
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OK, it wasn't that bad. But it's obvious that the PS program is "spiced up" to look more complex than it is. Why put the prefix '.xyzx' on every place you only use the first three components of a register? Just leaving the register without any prefix would do the same thing, and be the most natural thing to do. Why does the PS code keep normalizing vectors when the Cg code doesn't, and that's not the only differense in the calculation? (Does Cg have some kind of vector data type that get auto-normalized?) Why do MOV component by component when you can move any number of components in one instruction? Why do the 'MAX' instruction when it's already built into the following 'LIT'? The PS program is kind of an extended version of the first line of Cg code. But that line of code can actually be written in 4 PS instructions. The following line can be written in 3 PS instructions. Don't get me wrong, I think it's great that we start to see C-like shading languages for home 3D hardware. But if he want to put the message forward then he should show some kind of respect to the readers that is supposed to use it, and do a fair comparison. Even a fair comparison would show that a HLSL is more readable, he doesn't need to overdo it. Reverend: You might want to give David Kirk a chance to correct that so he doesn't look stupid. (Or you might not want to do that if you want him to look stupid, that's up to you.) Update: I realized where he got the MAX/MOV/MOV/LIT sequence from. That's the sequence you get from the Cg compiler when you tell it to compile pow(max(0,A),B). An assembler programmer would do it in two instructions. And this is actually a difficult part about writing compliers. It's easy to look at the C-code and expand each part to a few instructions. It's not as easy to see that expanded code from two functions then can be compressed to a fewer instructions. It's possible and it's done in most compilers with optimizations turned on, but it's not easy and it doesn't seem to be done in the cg compiler yet. Even more update since I read a few more posts: Regarding this being an "interview". I suppose that most interviews on web sites are done in a DX6/7 style (pre dependant texture reads). It's more like a Q&A where you send a bunch of questions to someone, he thinks about them for a while and sends answers back. And that's it. You might get some clarifications if some answers are unclear, but you don't get a chance for followup questions. (Say if I'm wrong Reverend.) So it's either a inteview with "question dependancy"=0, or there is no interview at all. And if that's the choices, then I take the limited interview. Because even if it has a high marketing speak factor, it's more likely that there are some interesting bits in there than in a pure marketing document. |
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#24 |
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Registered
Join Date: Jul 2002
Posts: 7
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"The workstation vendors do stupid driver tricks to make CDRS go faster, while consumer vendors do stupid driver tricks to make Q3 go faster"
J.carmack.. ------------------------------------------------------------------------------- i think this old quote is good to remember for those peoples who fanatically believe in SOME companies with theirs so called "game benchmarks" or Hardware quality and "features" as the ultimate Truth. http://www.digit-life.com/articles/gf4/index6.html and i think this is just ONE example of this STUPID tricks john carmack was saying.. "eficient way of AF" ? no thanks! good to hear also about the antialiasing trick(cheat) to score better fps in games. Flight Simulators fans will not be very happy to know about this BELIEVEME!!. the more customers are aware of this very un-profesional practices the LESS Videocard companies will be tempted to cheat ,forcing then to bring Just quality products. but i think those Stupids ; who dont REmeber the past are condemned to repeat it AGain ... Quake3 "Quackhack" time demo anyone? Im not saying that Today!! ATI is doing the SAme Stupids! Things they have done in the past to get higher numbers in timedemos at the expense of Image quality. but i hope his next product really Shines! in not only in performance but in Imagequality without doing STUPID Things like thay have done in the Past. So i welcome the comments of ANY!!! scientist or expert in the Industry from ANY company that say the STupids things SOme companies are doing .. and stop them from lying to the public and from doing this AGAIN in the Future..! At least if we are going to pay very hard earned $400.00 for something we deserve to know the truth about the quality of the product. dont you think? |
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#25 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
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Basic, I think the real issue is whether developers want to hand tune vertex shaders to compress them to optimal length, or write in HLSL.
I could show you how ugly C/C++ compiler code looks and argue that "I could hand write 80x86 assembler that is alot shorter", but the number of people willing to do that is small. I don't think we should require absolutely optimal code in these examples because where do you stop? Some nitpicker is always going to find a way that it could be optimized by yet another method. Anyway, I think lines of code comparisons are stupid. A terse language is not a readable or maintable one. I personally opt to write expressions over multiple lines and rely on common subexpression elimination in the compiler, since it is more readable to everyone. I optimize at the last step, and only the code that performs badly. The real power of HLSL comes from freeing developers from register management and condition label management and introducing structural improvements to allow programs to be decomposed into subroutines, loops, blocks, etc It makes code alot more readable, easy to modify, and checkable by the compiler for correctness. |
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