Me, too. The Unreal Engine 2.0 is certainly not going to receive such an enhancement. Why bother when the current material system and materials themselves are not at all set up for it? It'd be quite an extreme update indeed. Also, I think it was mentioned that SM 3.0 is not currently in the Unreal Engine 3.0, either. It's simply really long PS 2.0 shaders.sonix666 said:Yes, tell us, because that is the first time I ever heard that.
It was not in the UE3 that was demoed at GDC. I'm not sure what advancements have been made since then.Ostsol said:Also, I think it was mentioned that SM 3.0 is not currently in the Unreal Engine 3.0, either. It's simply really long PS 2.0 shaders.
I'm sure we will see SM3 in a future game based on the UE2 engine, but I see no reason why this has anything to do with Epic being "influenced by nVidia."ANova said:We probably won't be seeing it in UT2004, but I'd be willing to bet we'll see it in a future game from them based off the UE2 engine. If they don't then that just proves how useful it is.
ShePearl said:The Unreal Engine 3 demo at E3, was it running on nv40 or R420 ? (or on both perhaps ?)
If both : any coments if either of them ran it better than the other ?
Cheers.
This is one thing I don't get. Let's consider HDR Rendering, for example. The whole "process" of HDR Rendering can be summarized into these steps :-This requires ping-ponging two different FP buffers as render targets and re-running them through the pipeline to do the color sums in a fragment program.
If you're doing multiple passes (like D3) then you do color accumulation in step one. If you want transparent surfaces like windows, flames etc you also need fp blending in step 1.poly-gone said:This is one thing I don't get. Let's consider HDR Rendering, for example. The whole "process" of HDR Rendering can be summarized into these steps :-...they'd have to work around the lack of FP blending support. This requires ping-ponging two different FP buffers as render targets and re-running them through the pipeline to do the color sums in a fragment program.
* Render the scene into a floating point buffer
* Make a copy of this buffer suppressing ldr color values
* Blur it
* Composite it with the original buffer with tone mapping
So where's the "ping-ponging"? Color accumulation isn't being done anywhere.
Chalnoth said:I'm sure we will see SM3 in a future game based on the UE2 engine, but I see no reason why this has anything to do with Epic being "influenced by nVidia."ANova said:We probably won't be seeing it in UT2004, but I'd be willing to bet we'll see it in a future game from them based off the UE2 engine. If they don't then that just proves how useful it is.
Hmm... transparency would require multipass rendering, but not blending (and so, not more than one render target) since you could do that in the pixel shader without any ovehead.If you want transparent surfaces like windows, flames etc you also need fp blending in step 1.
With the higher shader models, even the most complex shaders can be combined into a single pass, except things like shadow mapping or dynamic reflection mapping.If you're doing multiple passes (like D3) then you do color accumulation in step one.
The last step is, of course, the most important part and very much necessaryThe other steps looks like bloom lightning, not a nessecary part of HDR.
ANova said:I'd call advertising for nvidia in your games and using nvidia's hardware exclusively for demos influenced. They haven't said a word on how UE3 runs on the X800. Maybe they're hiding something?
ANova said:We probably won't be seeing it in UT2004, but I'd be willing to bet we'll see it in a future game from them based off the UE2 engine.
Oh, I see. If they do add it they are damned, and if they don't they are damned too, eh? What a ridiculous and laughable argument. The fact that they are not adding it to UT2004 in no way makes it 'unuseful', it's just that it wouldn't be practical, useful or feasible to add it in any significant form to the current engine given it hardly uses PS1 at the moment. This in no way means it won't be useful in Unreal Engine 3 which makes extensive use of shaders.ANova said:If they don't then that just proves how useful it is.
Virtually every game you buy has Nvdia's logo on it somewhere. It's called advertising. The marketing guys give them big money and they stick the advert on the box. Welcome to the world of capitalism.ANova said:I'd call advertising for nvidia in your games and using nvidia's hardware exclusively for demos influenced.
First, at the time of the first demo back in March the only hardware they had that could run it was the NV40 since ATI hadn't given them a X800.ANova said:They haven't said a word on how UE3 runs on the X800. Maybe they're hiding something?
Perhaps, just perhaps, that is because the NV3x cards ran UT2003 fine? The NV3x cards only did badly in games that heavily used DX9 features, which wasn't the case with UT2003. So what is wrong with them telling people with NV3x cards that UT2003 will run fine on them? Should their marketing guy be lying and saying it doesn't? Are you mad?Bouncing Zabaglione Bros. said:I remember discussions on the Atari UT2K3/4 message boards regarding the advantages of using ATI cards, only for Mark Rein (marketing/business guy) to pop in just to tell us how happy they were in the performance of Nvidia's NV3x cards.
1. They didn't use nVidia hardware exclusively for any demos.ANova said:I'd call advertising for nvidia in your games and using nvidia's hardware exclusively for demos influenced. They haven't said a word on how UE3 runs on the X800. Maybe they're hiding something?
Chalnoth said:2. They aren't in the business of advertising products from other companies, particularly not before launch.
This is one thing I don't get. Let's consider HDR Rendering, for example
set FP color buffer as render target
clear depth buffer and color buffer
turn off color writes
change depth test to GL_LESS
render scene to depth buffer
turn on color writes
change depth test to GL_EQUAL
enable blending with blend function GL_ONE, GL_ONE
Loop over lights
{
clear stencil buffer
render stencil shadows for current light
render scene as lit by current light
}
turn off depth writes
change blend function to something like GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
repeat loop over lights with depth sorted translucent objects
Do HDR processing on FP buffer and write result to screen back buffer
loop over lights
{
Bind FP buffer 1 as render target
clear stencil buffer
render stencil shadows for current light
bind FP buffer 2 as texture
render scene as lit by current light and add to that the light already stored in FP buffer 1 (for each pixel in fragment program, you look up FP buffer 1 and add to result from lighting geometry)
swap pointers to FP buffers 1 and 2
}
I wonder how performance wouldd stack up if you used 43.45 for benchmarking. Or have we all forgotten and decided that it's A-OK now?Diplo said:Perhaps, just perhaps, that is because the NV3x cards ran UT2003 fine? The NV3x cards only did badly in games that heavily used DX9 features, which wasn't the case with UT2003. So what is wrong with them telling people with NV3x cards that UT2003 will run fine on them? Should their marketing guy be lying and saying it doesn't? Are you mad?Bouncing Zabaglione Bros. said:I remember discussions on the Atari UT2K3/4 message boards regarding the advantages of using ATI cards, only for Mark Rein (marketing/business guy) to pop in just to tell us how happy they were in the performance of Nvidia's NV3x cards.
Check out the UT2003 benchmarks on Andantech. You'll see that the FX5700 Ultra actually beats the 9600XT and the FX5600 Ultra beats the 9600 Pro. Performance is fine for that game.
Ostsol said:And what reason have they given you to not trust them? Please don't say it's because of TWIMTBP. . .
To show off their new engine. There were other game developers there, too.AlphaWolf said:And how would you would interpret their presence at the 6800 launch event? They were there to sell cookies?Chalnoth said:2. They aren't in the business of advertising products from other companies, particularly not before launch.