I attended ATI's developer event in San Francisco last week, here are some of my comments
#1 ATI is aggressively going after developers. Everyone at the event got a free Radeon 9700 PRO. It's sitting inside my machine now. (yes, being a registered developer has its perks) They must have given out 100+ free Radeon9700 PROs.
#2 ATI has made a terrific comeback over the last year. Their developer support used to pale in comparison to NVidia's, and their demo team wasn't putting out stuff that good. There has been a complete turn around now. The amount of information ATI is distributing to developers is close to on-par with NVidia, but ATI'a demo team has surpassed NVidia. I'll get to that later.
#3 Microsoft has developed an AWESOME shader debugger for Visual Studio. You can set break points in your shaders or set breakpoints on screen pixels!. You can single step your shaders and watch each line be executed or each pixel be rendered. It uses the reference rasterizer to do this of course.
It has almost every single feature that the C++ debugger has. It also has the ability to breakpoint HLSL lines.
#4 I saw real, compiled, honest to god DX9 HLSL and it looked identical to Cg. In fact, the Microsoft presentation mentioned that MS is adding "profiles" to the language.
#5 DX9 beta 3 is immiment.
#6 Richard Huddy is still an awesome presenter. I don't know if it's the British accent or the "Weakest Link" type demeanor, but he pulls no punches. E.g. if the PowerPoint slide says "Batch Processing", Huddy won't say "You should try to batch triangles", but like a Marine Seargent, he says "I don't want one or two triangles from you, I demand a hundreds of triangles!"
#7 ATI had a RenderMonkey workshop where dozens of P4+Radeon9700PRO+LCD monitor XP+DX9 machines were setup to teach a class on how to use it. It's a pretty cool prototyping tool for artists. The procedural wood shader is nice!
#8 ATI doesn't have a magic "RenderMan -> DX9" compiler, but instead, their demo team took various SIGGRAPH materials and hacked them until they ran in real time, but you can't tell the difference! I finally saw Animusic running in real time, and every trick they used to get it running was explained in detail. Very good techniques.
#9 ATI has released a utility to take a hi-res mesh and low-res mesh and compute a normal map for the low-res mesh ala Doom3 and Polybump. Expect to see dozens of developers using this technique now that ATI has made it easy.
#10 ATI devrel employees were all dressed like Austin Powers
More later when I look at my notes.
#1 ATI is aggressively going after developers. Everyone at the event got a free Radeon 9700 PRO. It's sitting inside my machine now. (yes, being a registered developer has its perks) They must have given out 100+ free Radeon9700 PROs.
#2 ATI has made a terrific comeback over the last year. Their developer support used to pale in comparison to NVidia's, and their demo team wasn't putting out stuff that good. There has been a complete turn around now. The amount of information ATI is distributing to developers is close to on-par with NVidia, but ATI'a demo team has surpassed NVidia. I'll get to that later.
#3 Microsoft has developed an AWESOME shader debugger for Visual Studio. You can set break points in your shaders or set breakpoints on screen pixels!. You can single step your shaders and watch each line be executed or each pixel be rendered. It uses the reference rasterizer to do this of course.
It has almost every single feature that the C++ debugger has. It also has the ability to breakpoint HLSL lines.
#4 I saw real, compiled, honest to god DX9 HLSL and it looked identical to Cg. In fact, the Microsoft presentation mentioned that MS is adding "profiles" to the language.
#5 DX9 beta 3 is immiment.
#6 Richard Huddy is still an awesome presenter. I don't know if it's the British accent or the "Weakest Link" type demeanor, but he pulls no punches. E.g. if the PowerPoint slide says "Batch Processing", Huddy won't say "You should try to batch triangles", but like a Marine Seargent, he says "I don't want one or two triangles from you, I demand a hundreds of triangles!"
#7 ATI had a RenderMonkey workshop where dozens of P4+Radeon9700PRO+LCD monitor XP+DX9 machines were setup to teach a class on how to use it. It's a pretty cool prototyping tool for artists. The procedural wood shader is nice!
#8 ATI doesn't have a magic "RenderMan -> DX9" compiler, but instead, their demo team took various SIGGRAPH materials and hacked them until they ran in real time, but you can't tell the difference! I finally saw Animusic running in real time, and every trick they used to get it running was explained in detail. Very good techniques.
#9 ATI has released a utility to take a hi-res mesh and low-res mesh and compute a normal map for the low-res mesh ala Doom3 and Polybump. Expect to see dozens of developers using this technique now that ATI has made it easy.
#10 ATI devrel employees were all dressed like Austin Powers
More later when I look at my notes.