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#26 |
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Member
Join Date: Aug 2005
Posts: 992
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This was the first thing I thought of when I saw this and was wondering about Crimson Skies too. I love this game so much I was seriously considering making my next card ATi to have it work properly. Only thing that troubles me is ATi cards don't have fixed aspect ratio scaling. Hopefully Crimson Skies will work in a future iteration of SS.
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"Who knows what evil lurks in the hearts of men? The Shadow knows!" Last edited by vazel; 05-Apr-2008 at 09:01. |
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#27 |
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Senior Member
Join Date: Apr 2007
Posts: 1,393
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Very amazing project!
But your older version, with its high MMX-dependence, still seems to offer a higher per- clock/core-performance, if you use a CPU with usable MMX-implementation, like Pentium-M, Netburst-Pentium, Athlon XP, how some tests under 3DMark2001SE show: http://www.forum-3dcenter.org/vbulle...d.php?t=267950 (from page 3 test with 2.0) |
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#28 | |
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Unknown.
Join Date: Aug 2002
Location: UK
Posts: 4,877
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Quote:
Which brings me to a question I had: what's the internal shader precision for DX8 games? Is it also FP32 now?
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Focusing on non-graphics projects in 2013 (but I still love triangles) "[...]; the kind of variation which ensues depending in most cases in a far higher degree on the nature or constitution of the being, than on the nature of the changed conditions." |
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#29 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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vazel im sure they added that in a recent driver - best to ask one of the ati users
edit found it its in cats 8.3 - GPU accelerated digital panel scaling, with totally new "maintain aspect ratio" option to prevent distorted aspect rates' check with an ati user to make sure its working or ati have doen something stupid and removed it in later drivers Last edited by Davros; 05-Apr-2008 at 11:31. |
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#30 | |||
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Regular
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Presumably, as a result of this, SS doesn't need to have many pixels in flight to hide texturing latency. But I imagine future CPUs' considerable bandwidth increases mean that you'll want to increase this count as time goes by. Does SS "self-calibrate" this count dependent upon detected bandwidth? Jawed |
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#31 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Quote:
SwiftShader can also help reduce QA and support costs. It will generate exactly the same output on any system, and provides a fallback in case of hardware/driver/runtime issues. This is also why it can be useful for medical applications. It's important that every doctor around the world sees the same 3D images. I'm totally aware that the CPU performance of systems without Shader Model 2.0 graphics hardware is limited, but I'm confident that it's sufficient to keep SwiftShader commercially interesting for our primary market of casual gaming. But the ambition doesn't stop there. New systems get equipped with ever faster CPUs while IGPs for 'office systems' only need to provide the bare minimum of performance. So I believe that they are slowly cathing up. A good analogy is sound cards. Fifteen years ago you needed a dedicated sound card to get anything more than bleeps. Then they were integrated into the chipset. And nowadays the vast majority of people are happy with a tiny analog chip and the actual processing being done in a software driver (thankfully making use of MMX/SSE). Despite hardware solutions still being vastly superior it's not cost-effective for most. Of course graphics is far more complex than sound, and new applications keep pushing the limits further, but the range of applications that can run in software is steadily increasing. Today it's limited to casual games but tomorrow it might include popular games (think World of Warcraft) that don't really lose popularity despite what some may call 'outdated' graphics. So for SwiftShader 2.0 it was important to take advantage of multi-core and show future potential. To conclude; I'm quite excited about making software rendering a viable alternative again in several years, while also being confident that it already has great commercial potential today. |
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#32 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Now, now, don't worry, I've already bought some extra drives and sent you the bill. It's some cheap 128 GB solid-state drives in RAID 6.
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#33 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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No No
im not crying because you have too little free space, but because I have too much read this you'll understand http://forum.beyond3d.com/showthread.php?t=47534 ps: if theres any of those you'd like me to test with swiftshader give us a holler... pps: did you manage to look at crimson skies - there are a few b3d readers who would love to play it again |
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#34 |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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It appears to be a Direct3D 7 game, while SwiftShader is Direct3D 8 and 9.
Do you think there's a considerable market for supporting Direct3D 7 and lower? I remember 'Aliens versus Predator' being another game that no longer runs on current hardware but still having some fans... |
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#35 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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Quote:
Per-polygon mipmapping has been disabled in this release (to allow dependent texture reads and gradient instructions), but some other performance/quality settings can be controlled with SwiftConfig. |
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#36 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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To be honest i dont.
the guy who makes glidos http://www.glidos.net/ which lets people play dos glide based games (a much bigger market imho) claims to make very little money Most dx7 and below games actually run fine as for avp after 2 years of fans pleading with nvidia on their forums and being ignored some guy turned up found out the problem and fixed it, the fix was later put into the official driver the only other games which spring to mind are system shock 2 + theif 2 they run but they render the textures poorly Last edited by Davros; 06-Apr-2008 at 02:10. |
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#37 | ||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#38 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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#39 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#40 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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i was refering to the market for a renderer for dx7 and below games as there are very few which dont work
dx8 and above is a different matter but i think your market is devs/publishers to bundle with their games not end users |
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#41 | |||
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#42 |
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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hey Nick, good stuff there! any plans for arbvp1/fp1?
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#43 |
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Junior Member
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Just tried it on unit & benchmark tests we have for Unity...
Almost all rendering unit tests pass correctly (has some issues with attenuation of point vertex lights and a couple of other minor things)! SwiftShader 1.x demo used to crash on some of those, so 2.0 release is a huge step forward. Performance wise, I only compared Core2Quad + Radeon 3850 versus same CPU with ShiftShader. Obviously it runs 30 to 100 times slower, but hey. Will compare same CPU with Intel 965 for something more in the same ballpark. Color me impressed! Amazing work. |
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#44 |
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Regular
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Some performance and screenshot comparisons, using an 8500GT as a comparison.
http://www.pcgameshardware.de/aid,63..._CPU_berechnet Jawed |
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#45 |
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Junior Member
Join Date: Dec 2007
Posts: 17
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Nice job!!
I'm not up to speed on PC assembly, but are you taking advantage of any instructions similar to the VMX ops on the Xenon? If not, how much do you think it would help? |
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#46 |
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Junior Member
Join Date: Dec 2007
Posts: 17
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Quick clarification...what I meant by the last statement is how much would it help performance if we had an instruction set standard to the Xenon's in all pcs.
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#47 |
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Quo vadis?
Join Date: Oct 2007
Location: Texas, USA
Posts: 1,338
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Very interesting, but it'll take a much more powerful CPU to get results worth wanting.
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#48 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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#49 | |
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Senior Member
Join Date: Jan 2003
Location: Ottawa, Ontario
Posts: 1,783
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#50 |
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Junior Member
Join Date: Aug 2007
Location: Houston, Texas
Posts: 79
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I wonder if Larrabee can be made to run SwiftShader to showcase how well it renders x86 3D graphics. I can't wait to see comparisons with Nehalem as well.
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