Anand has Farcry 1.2 patch and tests SM3.0

Helevitia

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My apologies if this has been posted already.


there will be no new eye candy available through the SM3.0 path. The game should be rendered exactly the same way it was under SM2.0

The main point that the performance numbers make is not that SM3.0 has a speed advantage over SM2.0 (as even the opposite may be true), but that single pass per-pixel lighting models can significantly reduce the impact of adding an ever increasing number of lights to a scene.

http://www.anandtech.com/video/showdoc.html?i=2102
 
jvd said:
So when did the ultra extreme become a product again ?

I dunno, but I wish the specifications would stick to one place. So far there's been a proposed 470Mhz version, plus the original 450Mhz from launch, and now its down to 460Mhz?
 
jvd said:
So when did the ultra extreme become a product again ?
Is it the only question you have? I think it's not the place. But well, evga and Gainward are selling some parts if you are willing to pay the price ;)
 
Evildeus said:
jvd said:
So when did the ultra extreme become a product again ?
Is it the only question you have? I think it's not the place. But well, evga and Gainward are selling some parts if you are willing to pay the price ;)

why not ?

I don't have any questions .

Well mabye one but i asked awhile ago and never got an answer. and its ati related so i don't want to ask it here .

I don't have any questions because the benchmarks that showed the most gain were recored by nvidia to be played back by anand .

THe obviously represent best case senarios . But the performance gain on the ones anand choose showed pretty good perfromance.

Yet once again he is using older ati drivers and brand new nvidia drivers
 
here are some questions .


From anand

Under PS3.0, CryTek has apparently implemented single-pass per-pixel lighting. With this per-pixel lighting model, a pixel shader is run that takes into account and processes all light sources in the level that affect a particular pixel in one pass. The PS2.0 implementation apparently uses multiple rendering passes (one for each light) for each affected pixel. This means that in heavily lighted scenes, one (more intense) lighting pass can run, which eliminates the time it takes to setup and execute another pass, even if both implementations have the same result. It is unclear to us exactly why this is possible in PS3.0 and not in PS2.0 (we have even seen examples of technology like this running on PS2.0 hardware). We would really love the chance to go more in-depth with Crytek about their lighting algorithms

Can any of you guys that know more about this answer it for both anand and myself ?
 
is it confrimed that newer ati drivers give a noticeable performance increase? any links to comparisons?
 
hovz said:
is it confrimed that newer ati drivers give a noticeable performance increase? any links to comparisons?

well they are up to 4.7 beta 2s all i can tell us is they are indeed faster than the offical 4.6s . Can't really tell how much because i only have a slow athlon xp at the moment.

Anyway we got new cats (4.6 offical) on the 6th . So we should get new offical drivers in a week or so
 
so u are using the new drivers? can u run 1 of the benches anand did at 1600 with aa and af so we could compare? that should elminate cpu bottleneck. if ur not busy.
 
hovz said:
so u are using the new drivers? can u run 1 of the benches anand did at 1600 with aa and af so we could compare? that should elminate cpu bottleneck. if ur not busy.

I would if i had the demo but i wouldn't get the same fps because of my slower chip.

i also don't have the new patch.
 
depends on if you read the test right
from anand
all at 1600x1200 4x/8x

sm 2.0 6800ultra 61 fps
sm 3.0 6800ultra 63fps .
2fps nice

man go river
sm 2.0 58.6
sm 3.0 60
1.4 fps nice

nvidia demos sent to anand
research
sm 2.0 47.1
sm 3.0 59.3
12.2

regulator
sm 2.0 51.4
sm 3.0 54.6
3.2 fps

training
sm 2.0 52.7
sm 3.0 56
3.3 fps


volcano
sm 2.0 50.9
sm 3.0 61.8
10.9

conclusion is its the patch and new drivers that make up most of the performance.

Best case benchmarks from nvidia show minor to major improvements. 2 from anand show minor improvements

Its hard to compare to the old patch because anand never mentions the names of the demos used in the past.

But it doesn't apear that sm 3.0 is that big of a deal when you look at the big diffrence.

It seems the new drivers and the patch benfit 6800s no matter the shader model used and the gains from going from the patch at sm 2.0 to sm3.0 are small on average. Nice but not a deal breaker.
 
jvd said:
Can any of you guys that know more about this answer it for both anand and myself ?
Well, AFAIK, almost everyone said that PS3.0 was possible in PS2.0 with multipass, so i think that's the case on this particular effect. The fact that it's the same effect is a non issue IMHO.
 
The CryTek boys gave a demo and talk at the recent Nvidia Dev conference in London (see my other post).

SM3 is used to implement Geometry Instancing (batching of identical meshes) which gives up 40% gain but more usually 0-20% gain. They used this headroom to push out the point at which they render sprites (imposters) rather than meshes. They stated that this made vegitation rendering look better.

The reason given for not being able to implement the multi-lights-in-single-pass shader in PS2 was instruction count, although ps_2_1 seems to offer an extened limit on shader length over ps2 so not sure here. Crytek quoted upto 20% gains but IIRC this was demo's with stencil shadows off. So perhaps in regions without stencil shadowing you see a bigger gain.

HDR required 16 bit fp blending. Not sure if this is something that the patch will contain ??
 
i havent read anandtech or nvnews' review, so dont know if its been asked, but does the performance increase come from the patch (as in game optimizations and fixing bugs) or the use of sm3.0? i guess what im trying to say is, if we force the 6800 to use the ps2.0 path does it see a similar increase?
 
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