Recent content by galopin

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    Learning about the PS3 and 360's architecture

    GCM is more a collection of Macro that output DWORD in the RSX command buffer than a real library. Just some call are real function to hide OS specific code like the rendering of the HUD overlays. So except a rebuild with a proxy GCM to the new API, no way :)
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    Learning about the PS3 and 360's architecture

    Basic API on 360 is really similar to D3D, but we can use almost nothing of it and use another one that is nearer to the metal than the high level one. In your engine, almost no PC D3D code path wer use in latest build :) PS3 is'nt OpenGL anymore since a long time, it's GCM that is really...
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    Discussion on the implementation of tessellation in the Xbox 360.

    There is power pc and power pc :( X360 CPUs or Cell PPU are low spec powerpc. They cut the Out of order part to reduce cost. This choice made the CPU easy to saturate for nothing, always look at the disassembly generate by the compilator :s Intel last In order CPU was the first Pentium and...
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    Discussion on the implementation of tessellation in the Xbox 360.

    I confirm :) One issue is that Pix does'nt supporte vertex sahder debuging on tesselated draws! Also, nvidia present the same technique than mine (except a silhouet detection that i could do on x360 also) at siigraph 2008 in a DX11 presentation. and x360 tesselator is not fully compliant to...
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    Can someone explain this?

    this is not full alpha blending, just alpha testing, and this sort of pattern (small white alpha in black regions) need that artist paint each mip himself. If it doesn't, alpha layer quickly got to grey level under the treshold. Anisotropic can help, but it's first a resource's problem.
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    Which API is used in the PS3

    It's more a set of macro to write dword in the rsx command buffer than a lib, but yes, it's the only real choice if you want to do rendering on ps3
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    Why does Xbox360 list under DirectX9.0c?

    We use tesselation/memexport system for heightmaps in Alone in the dark too.
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    Does the Xenos benefit from general ATI optimizations?

    i don't know about the current ATI hardware, but x360 shaders performance is more a question of GPR count than ALU. Since this count drive the amount of thread that can be run in //
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    Does the Xenos benefit from general ATI optimizations?

    There is no driver yes, but the hlsl compiler still continue to be optimized. MS API still continue to give more and more access with new low level API (not really new features, but ways to optimize CPU or command buffer size). And don't forget improvement to PIX and some other tools that...
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    *renamed* Lighting and shadows in games

    About the GTA4 shadows on PS3. GTA use a dithering pattern to smooth shadowmaps. The big issue is that upscaling a dithered image can do really uggly artefacts :(
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    RSX evolution

    Sony's RSX low level library (don't really exist a high level one) is almost macro that output words in the command buffer. I think it's "coding to the metal" is a good way to describe it ^^
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    Xenos/C1 and Deferred Rendering (G-Buffer)

    Yes, i wont quote the rsx documentation, but i have the line just here saying that MRT is impossible if you mix 2 location for colors buffers. The restriction seems not affect possibility to put the depth buffer in main when color buffer in local. Need a test to be sure since documentation are...
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    Xenos/C1 and Deferred Rendering (G-Buffer)

    it's more a zcull "laod" since it never exist at that resolution first. Maybe i can alias it with a 4xmsaa, but i don't have time to search more on this for the moment! And as my current knowledge and all talks on ps3.scedev.net don't reference others solutions! I didn't talk about particles...
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    Xenos/C1 and Deferred Rendering (G-Buffer)

    yes i was meaning 0.08ms, i don't count the z texture resolve since it's need for the light pass and some post effects, so we already have it. I need to do a zcull "reload" from the depth texture on an half resolution depth buffer to allow zcull rejecting rop before shading, when you have a...
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    Xenos/C1 and Deferred Rendering (G-Buffer)

    Predicate tiling is just a way to read the command buffer several times. The automatic rejection of primitives on untouched tiles use a similar process than ps3. This process is screen extends. It let the GPU build three pair of values. they describe (MinX,MaxX) (MinY,MaxY) and (MinZ,MaxZ)...
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