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#1 |
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http://www.dailytech.com/article.aspx?newsid=9656
I'm really disappointed with Cevat comments, 'cos it's so obvious that TWIMTBP money talk from him! DX10.1 is incremental update to DX10, but it solves some serious thing in shading domain, things that could be of real importance to his monstrously unoptimized DX10 implementation of DX10 path under Crysis. Hell since we all know that "Very High" (or DX10) could be unlocked under XP, it's questionable do they really have DX10 implementation after all!? DX10.1 whitepaper: http://www.legitreviews.com/images/r...per%20v0.4.pdf |
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#2 |
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Member
Join Date: Dec 2003
Posts: 288
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Ok, so what does it solve? The only big feature I see is controllable AA (and that is a very nice thing indeed)
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#3 |
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Junior Member
Join Date: Oct 2007
Posts: 52
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Indeed....oh well it doesnt change the fact that these HD3800s with DX10.1 will sell like hotcakes because of thier price/performance ratio and not because of DX10.1. So in the end who cares really what they say at this point. As far as Im concerned it wont have any negative impact on RV670 sales.
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#4 |
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Junior Member
Join Date: Sep 2002
Location: City of cows
Posts: 95
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Being able to (finally) access multisampled depth buffer as textures (or through direct sample access) is one of the biggest addition in DX10.1. Most new games coming out need access to the scene depth information one way or the other (e.g. screen space ambient occlusion, post-processing effects, etc.) and DX10 requires a special path for handling the MSAA case (basically depth output into alpha channel/second render target or additional geometry pass), which reduces performance and increases code complexity.
Being able to run the pixel shader at sample level is also essential to implement some algorithms. |
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#5 | |
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Regular
Join Date: Aug 2004
Location: Stuttgart, Germany
Posts: 5,007
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Err...
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"We look forward to headlines about record cold temperatures during the December climate summit, and to hearing desperate speeches about stopping irresistible global warming during the signing ceremony, held during a blizzard." |
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#6 | |
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Regular
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This message is sponsored by NVidia, by the way.
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#7 | |
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Junior Member
Join Date: Sep 2002
Location: City of cows
Posts: 95
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#8 |
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Senior Member
Join Date: Feb 2002
Posts: 979
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Pfft. More wholly expected marketing nonsense.
If the boot was on the other foot and NVidia had DX10.1 with ATI stuck on 10.0, Crytek would no doubt have found some way to make 10.1 indispensible in their game. Can't blame Crytek too much as it sounds as though NV have been throwing serious resources at them and you don't bite the hand that feeds you. Isn't marketing great? (The answer is no)
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Tha's all I can stands, and I can't stands no more... |
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#9 |
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Member
Join Date: Jun 2006
Location: Germany
Posts: 152
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There is in fact nothing that fancy about D3D10.1. The only big thing could be that you can can read subsamples from the Z buffer which is a good thing for engines that do defered shading, because it enables you to do correct AA.
But for Crysis I also don't see much use of D3D10.1. Crysis also directly supports Crossfire and wants to sell their engine to other customers, so I don't think they didn't optimize as much as possible for ATI cards as well. There is not always a conspiracy... |
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#10 |
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Member
Join Date: Sep 2005
Posts: 168
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Any info WRT WDDM 2.1 and preemptive context switching?
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#11 | |
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Member
Join Date: Oct 2004
Location: South Coast, England
Posts: 391
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I don't have my 10.1 specs to hand, but I did get the impression that 10.1 is more about refinements than ground-breaking new features.
You can multi-target an application to 10.0 and 10.1, so that does make the migration easier. I'd imagine you'll start to see the advanced engines having a main 10.0 path and a 10.1 path for those who have it - all using much the same codebase. The MSAA thing only specifies a palette of modes that you can enumerate and mandates only the 4xMSAA mode. It's nice, but not such a big deal in my opinion. The depth/stencil readback for MSAA and deferred shading is a big deal, and I also plan on using the bit-fiddling to convert compressed textures. Using the BC[n] formats in 10.0 purely in code was more hassle than I liked, so I'm glad that's improving. Quote:
Jack |
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#12 |
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Member
Join Date: May 2004
Location: Somewhere, IN USA
Posts: 313
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I'd be more inclined to believe DX10.1 is what DX10 should have been but an IHV crapped out on the specs. If deferred rendering was the goal of DX10 it seems kind of pointless to have left out access to depth and multiple samples. The whole thing seems kind of geared towards reading back data for a second pass. Granted you can just make a huge render target and down-sample it but that's not exactly the greatest method.
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#13 | |
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Crazy coder
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Another nicety is that Fetch4 finally gets official in DX (under the name Gather4). |
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#14 | |
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Senior Member
Join Date: Mar 2002
Posts: 3,379
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There's nothing wrong with any of the statements there. We won't see DX10.1 improvements in the near future, and we definately won't see any content that exclusively runs on DX10.1 and higher.
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How about antialiased alpha tested textures without the TrAA perf hit, i.e. customized alpha to coverage? Or using AA hardware to quadruple shadow map resolution for free? Or stencil shadows without resending geometry for each light? EDIT: Scratch that last one... Last edited by Mintmaster; 16-Nov-2007 at 23:55. |
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#15 |
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Senior Member
Join Date: Feb 2002
Posts: 979
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So, do ATI (well, AMD) have another PS1.4 situation on their hands?
i.e. a hardware solution which is functionally superior to the competition which will become useful in the future but is probably not very relevant to the current generation of products (or even the following one).
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Tha's all I can stands, and I can't stands no more... |
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#16 | ||
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Member
Join Date: Oct 2004
Location: South Coast, England
Posts: 391
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Basically, just trying to say that the effort from going 9.0-10.0 was pretty big (if not complicated, just a lot of time) but once you're at 10.0 you can jump to 10.1 a lot quicker and with a lot less hassle. Quote:
Jack |
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#17 | |||
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wishful thinking
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The sample mask makes sense if you need control over exactly which samples you need to write, not necessarily if you just want to control how many you want to write. Although this at least gives you a choice between dithered and non-dithered alpha to coverage. Quote:
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Binary prefixes for bits and bytes |
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#18 | |
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Administrator
Join Date: Mar 2005
Posts: 1,810
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A wise man commenting about a popular hero of the peoplez: that dude is so fucking ignorant, he wouldn't know if he was getting assraped by a baboon |
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#19 |
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Member
Join Date: Oct 2004
Location: South Coast, England
Posts: 391
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I didn't know about that! Thing is, I should have *two* methods of getting on the official SP1 beta, just they don't appear to work and I've not had the time to find out why...
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#20 | |
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Senior Member
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GPU blog |
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#21 |
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Member
Join Date: Nov 2007
Location: Helsinki, Finland
Posts: 277
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For my point of view DX10.1 has lots of really useful features. Our new renderer is a fully deferred one, and DX10.1 seems to have focused on improving the shortcomings on that side.
Subsample reading allows me to finally do proper antialiasing. Currently we need to either do a edge-detect blur filter in post process pass, or render everything in 2x1 (or 2x2) resolution and downsample the result in combine pass (or both for best quality). Subsample reading both improves the AA quality and speeds up the rendering, and it helps the shadow map rendering as well. This is the hands down biggest feature in DX10.1. Separate blend modes for MRT is also useful when rendering complex volumetric effects to deferred buffers (you need separate blending modes for particle normals, volume density accumulation and other parameters). But it's not that important for basic rendering. I can easily life without it (and most likely we spend resources on something else instead of it). It's also good that they finally properly support Gather4, instead of the current Fetch4 hack implementation. We are using Fetch4 in lots of our post process filters, so it's a good thing to have it in DX10.1 feature list. Soon all the Fetch4 optimizations will be usable on Geforces as well (or I am hoping so at least). For me cube maps in texture arrays is just a small and natural incremental feature addition to the texture array operation. It can be used improve ambient lighting quality, but storing huge amount of cubemaps is going to consume a lot of memory, and is not going to feasible in most real games (compared to a small one room ATI techdemo). It's a fun feature to play around with in the future, but certainly not something that resolves the whole realtime global illumination problem, like PR and marketing departments like to say |
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#22 | ||||
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Senior Member
Join Date: Mar 2002
Posts: 3,379
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Quote:
Alpha to coverage doesn't always work as a replacement for alpha tests, particularly for clever rounded boundaries using low resolution textures, or during magnification of textures. One of the other reasons I really liked this coverage control is the idea of being able to apply it to techniques like this: http://fabio.policarpo.nom.br/docs/C...iefMapping.pdf There are flaws in the technique that the author doesn't mention (which I uncovered when independently "inventing" a similar technique just before this paper came out Quote:
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Last edited by Mintmaster; 17-Nov-2007 at 00:04. |
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#23 | |
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Senior Member
Join Date: Mar 2002
Posts: 3,379
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#24 | |||
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wishful thinking
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However, transparency supersampling isn't artifact free or bulletproof as it's still just a threshold test per sample. At some point in the mipmap pyramid the texels will all go to one side of the threshold, so in the distance you either get an opaque surface or none at all. What you really want is blending without the sorting problem, and alpha to coverage does a pretty good job with that. The magnification problem remains, but Humus' transparency AA demo shows that there's a solution for that, too. Quote:
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Binary prefixes for bits and bytes |
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#25 |
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One Mind, One Goal
Join Date: Aug 2002
Posts: 4,085
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Honestly, I'd suspect colour-sample readback is (or was, at least) so badly documented in 10.0 that many devs don't even realize it's fully supported...
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