Joe DeFuria said:
DemoCoder said:
Because DXT1 for normal maps suck.
Thank you. In other words, you trade of "installed base" for "quality" as you move from 3Dc to DXT5 to DXT1 etc.
What are you talking about? The installed base of DXT5 capable cards is equal to the installed base of DXT1 capable cards. Why would you choose 3Dc OR DXT1 when DXT5 is available on the same base?
Moreover, Joe, do you have any IQ comparisons of 3Dc vs DXT5 normal maps to even make a comparison to judge on? Again, ATI's own paper claims it looks very close to the original uncompressed version.
Is it better to push for the best quality solution (that would be realatively little cost for additional hardware support), or push for lower quality and a wider user base.
False dichotomy. Every owner of R2x0, NV3x, R3x0, and even NV2x can enjoy close to 3Dc quality. In fact, it can be done on any PS1.4 + DXTC capable card easily. Maybe we should drop FP24 support eh? Hey, vast majority of users have PS1.1, and now we have a high quality FP32 option, right?
It's a trade-off. Devs can do what they want, but I prefer that ATI evangelize 3Dc, and hope it gains enough support such that other IHVs adopt it.
How about supporting something that works on all cards today, requires an equivalent amount of developer code in their pixel shaders, and delivers much better quality for the vast majority of users?
And how about supporting something which is more transparent for the future. 3Dc requires 2 extra pixel shader instructions to work. Why not support an extended 3Dc mode where the decompression is done automatically by the HW and doesn't require additional shader support to work.
Right now, the developer labor to support 3Dc is equal to the developer labor to support DXT5, so IMHO, they can and should support both.