I've been perusing some discussions here recently that focus on VTF/DB/R2VB.
There seems to be a hope that dynamic branching will take off on the X360 and then this will spur movement to use it PC games. At first, I was apt to think this was the most probable course but then I thought about it some more.
Will cross platform X360/PS3 titles cock this up?
From what I gather VTF and DB are not so hot on the G70 lineage of Nvidia GPUs. This is due to large batch sizes by the pixel shaders and with VTF the pipes texturing units aren't apt at dealing with latency as are Xenos's shared TMUs. I've no reason to not think this is not the case but I've seen some conflicting posts on the subject. It seems that every time I check, G70 batch sizes change...from over 1000 to 800 and just today I saw a poster claim it was actually 100 which wouldn't make it as good as Xenos's 64...or is it 48 as I've seen today as well...tis a bit difficult to nail things down.
Well anyway I'll just assume the case is for the worse at the moment. With that wouldn't it not be such a good idea to craft a game engine around capabilities which would make it difficult to port to the PS3? Just thinking cross platform games will be yet more common given the rising cost of development. Yet, there is such a thing as an exclusive title...but would there be enough of them to provide the "push" for PC developers...and will VTF and BD be used in a way in a way which is portable to PC HW given Nvidia DX9 hardware won't like using these features so much supposedly and then ATI elected to use R2VB instead of VTF as on Xenos? I've read that PC devs will tend to shy away from putting all the DX9 hardware out there at a serious disadvantage and I tend to agree....at least for a couple of years until DX10 takes over the PC scene.
What I see is VTF and DB becoming viable towards the middle to the end of the X360's life-cycle and not really being conducive to porting games to the PS3 at that point in time either.
Or is it? Could G70's DB PS be better than first advertised or if not how could RSX handle a game with heavy reliance on DB in the pixel shader? ...static branching wouldn't seem to make sense...so it would seem there is no practical way of deal with this. With respect to VTF I've read here that G70 supports something similar to R2VB in Ogl. If this is true then perhaps there is a chance something could be done with games that rely heavily on Xenos's VTF.
It would seem the biggest candidate for VTF is displacement mapping as a form of geometry compression. So I was thinking then well...maybe there's some hope for displacement mapping making it this round on consoles, but then I started thinking again...
Don't all those displaced vertices have to go through the setup engine? And aren't the setup engines for both Xenos and RSX not so difficult to overload? and then isn't the rest of the architecture in both cases not so efficient with really tiny triangles?
Perhaps I "think" I see problems and again...I've just gotten lost, but if not...what is the argument for using disp maps at this time? Perhaps disp mapping isn't used for really fine geometric detail then but maybe it still could be a win for not so fine detail and then again for dynamic detail as how things are displaced could be altered in real time. I have to wonder though if such couldn't well enough be handled with procedural geometry/adaptive tessellation on Cell and maybe to a lesser extent Xenon...well Xenos does have that tessellator thingie to play with...but from what I understand it's fixed function HOS kind of stuff there...
Well...sorry for the kind of flow of thought here...but I'm not the best at being succinct even if I try. Would someone care to comment on these things in general and specifically if it's reasonable or unreasonable to expect we'll see true displacement mapping on a console in this iteration?
There seems to be a hope that dynamic branching will take off on the X360 and then this will spur movement to use it PC games. At first, I was apt to think this was the most probable course but then I thought about it some more.
Will cross platform X360/PS3 titles cock this up?
From what I gather VTF and DB are not so hot on the G70 lineage of Nvidia GPUs. This is due to large batch sizes by the pixel shaders and with VTF the pipes texturing units aren't apt at dealing with latency as are Xenos's shared TMUs. I've no reason to not think this is not the case but I've seen some conflicting posts on the subject. It seems that every time I check, G70 batch sizes change...from over 1000 to 800 and just today I saw a poster claim it was actually 100 which wouldn't make it as good as Xenos's 64...or is it 48 as I've seen today as well...tis a bit difficult to nail things down.
Well anyway I'll just assume the case is for the worse at the moment. With that wouldn't it not be such a good idea to craft a game engine around capabilities which would make it difficult to port to the PS3? Just thinking cross platform games will be yet more common given the rising cost of development. Yet, there is such a thing as an exclusive title...but would there be enough of them to provide the "push" for PC developers...and will VTF and BD be used in a way in a way which is portable to PC HW given Nvidia DX9 hardware won't like using these features so much supposedly and then ATI elected to use R2VB instead of VTF as on Xenos? I've read that PC devs will tend to shy away from putting all the DX9 hardware out there at a serious disadvantage and I tend to agree....at least for a couple of years until DX10 takes over the PC scene.
What I see is VTF and DB becoming viable towards the middle to the end of the X360's life-cycle and not really being conducive to porting games to the PS3 at that point in time either.
Or is it? Could G70's DB PS be better than first advertised or if not how could RSX handle a game with heavy reliance on DB in the pixel shader? ...static branching wouldn't seem to make sense...so it would seem there is no practical way of deal with this. With respect to VTF I've read here that G70 supports something similar to R2VB in Ogl. If this is true then perhaps there is a chance something could be done with games that rely heavily on Xenos's VTF.
It would seem the biggest candidate for VTF is displacement mapping as a form of geometry compression. So I was thinking then well...maybe there's some hope for displacement mapping making it this round on consoles, but then I started thinking again...
Don't all those displaced vertices have to go through the setup engine? And aren't the setup engines for both Xenos and RSX not so difficult to overload? and then isn't the rest of the architecture in both cases not so efficient with really tiny triangles?
Perhaps I "think" I see problems and again...I've just gotten lost, but if not...what is the argument for using disp maps at this time? Perhaps disp mapping isn't used for really fine geometric detail then but maybe it still could be a win for not so fine detail and then again for dynamic detail as how things are displaced could be altered in real time. I have to wonder though if such couldn't well enough be handled with procedural geometry/adaptive tessellation on Cell and maybe to a lesser extent Xenon...well Xenos does have that tessellator thingie to play with...but from what I understand it's fixed function HOS kind of stuff there...
Well...sorry for the kind of flow of thought here...but I'm not the best at being succinct even if I try. Would someone care to comment on these things in general and specifically if it's reasonable or unreasonable to expect we'll see true displacement mapping on a console in this iteration?