ATI Talks Lithography

From what I saw when they first came out, I never expected to see the Megadrive do Gunstar Heroes, the Neo Geo do Metal Slug, the Saturn do Azel or the PS3 do Silent Hill 3 (in particular the cut scenes; the main game looks good but nothing too suprising). I suppose that's what comes from not being a game programmer who also knows about producing game art. :)

Anyway, how is it another unrelated topic has turned into a Playstation luv-up?
 
Josiah said:
All I know is that a GF2 can run SH2 fine. I think it could also run SH3 fine. Both games use the same engine and do similar things.

I'd put money it ain't the same engine on PC. If it is, I hope I get credited and you'd think I'd at least get a free copy of SH3PC ;)
 
Josiah said:
I think that if my GF2MX could run SH2 a regular GF2 could run SH3. but regardless, my point is that big hardware does not always equal good hardware.
SH2 PC also didn't filter shadows(and maybe lacked some other framebuffer ops but Deano would know this better) which could considerably reduce fillrate use.
Anyway, in my personal experience regular GF2 is still quite dreadfully slow with shadow volumes compared to PS2(and I also don't do any postprocessing in PC version, so it has less work to do), but granted I ran those tests in our engine, not SH's :p
 
Fafalada said:
Josiah said:
I think that if my GF2MX could run SH2 a regular GF2 could run SH3. but regardless, my point is that big hardware does not always equal good hardware.
SH2 PC also didn't filter shadows(and maybe lacked some other framebuffer ops but Deano would know this better) which could considerably reduce fillrate use.
Anyway, in my personal experience regular GF2 is still quite dreadfully slow with shadow volumes compared to PS2(and I also don't do any postprocessing in PC version, so it has less work to do), but granted I ran those tests in our engine, not SH's :p

Yep no nice filtered shadows on PC for SH2 :( There was just no practical way of getting access to the stencil like the PS2 and Xbox version.
IIRC that was the only thing thats majorly different on a decent video card (not GF2MX) compared to the Xbox.

Across different spec machines its goes something like this:

Low-end PC (worse case would have been a P2-600 with a Kyro2) is the worst graphically off all versions. No fancy post-processing, fewer/no fog polygons, worse lighting, no shadows and still really slow in places.

GF2MX sits here, has Hardware TnL but low fillrate.

Middle range (say 1GHz and normal GF2), would have some post-processing, some fog but still the fixed function light mode.

High end (say 1Ghz with GF3) would be capable of everything on but relatively low res (800x600 maybe). Uses vertex shaders and pixel shaders for fancy custom light models etc.

Very high end (when we released would be a GF4Ti or Radeon 9700) could have everything on up 1600x1200 (no MSAA due the post-processing though).

As you can see as soon as hardware TnL (i.e. except low end) kicks in the limiting factor becomes the video card and we were almost always fillrate limited. That may be why different people see different performance on the same video card, if you turn all the options off it will look like crap but should run well on most systems as soon as them options go on performance plummets as they eat more and more fill-rate. Shadows (as Fafalada mentioned hurts cards like GF2MX alot), we used a stencil shadow based techique which uses alot of fill-rate.

A rough comparision for SH2 the console version graphical correspond as PS2 - middle range (1Ghz with normal GF2) and Xbox - high end (1Ghz with GF3).

One thing thats also worth noting, is that we had the feeling the SH2's PS2 engine wasn't being stressed that hard on SH2. We suspect (no proof, just a feeling from the code and the levels and art) that they improved the engine while making the game (which is not unusual obviously) and that they weren't able to redo all the art, so in many places where the PC version struggles on a GF2MX to get a reasonable level of performance, the PS2 had quite a lot of slack. SH3 would seem to agree with that view.

We do know that a few areas were massively more detailed than others (the logic being they were done last/redone, so had a higher polygon budgets, etc). Indeed one major problem we encountered on the PC were that a few scenes where much harder to render at a reasonable speed. This is also noticeable in Marias 'Wish' level, the amount of polygons in these originally Xbox only areas is much higher than most of the game but that level has appeared on all 3 platforms since, so presumebly there was enough slack for the increased poly counts.
 
DeanoC,

Agreed. The difference between Brookhaven Hospital/Jail levels and say, the Apartments, is really very much night and day. Also, I always figured Maria's scenario was built around the Xbox since it did have a much higher level of detail.
 
Actually the original X-Box, according to Next Generation in 1999, was going to be based around an NV10 / GeForce256 (re: GeForce 1) and AMD Althlon 500.
 
gosh... from a geforce1 to a geforce3-and-then-some..... thats a hell of a difference...

from GeForce 1 to GeForce 3.5 ....yeah.

If Xbox had used a GeForce 1 (nv10), or GeForce 2 GTS (nv15) the PS2 would have slaughtered it. MS and Nvidia obviously knew that. thus they pushed the release date from fall 2000 to fall 2001, opting for somewhat stronger tech with more feature (shaders) to be able to claim an advantage.

The final Xbox was not as powerful as what MS was claiming it would be in 2000, but still alot more powerful than the original unofficial specs that were floating around in 1999.
 
From this insider book,

0761537082.01.LZZZZZZZ.jpg


it was said that teh first ever concieved Xbox will have a top of the line 64mb nvidia or 3dfx card doing 50mpps and to be release by fall 2000...."slaughter" is too strong a word..."!comparable!" ( :LOL: ) is more like it.


so i dont know where Nextgen got their info from... :?
 
That would have been 50 mpps raw compared with 102.5 mpps raw ( both cases is a fast CG Transform and does not include lighting ).

How can the EE achieve that number ? Fast Perspective transform can execute in 7 cycles on the VU0 and as low as 5 cycles on the VU1 ( thanks to the extra FDIV unit the EFU has ).

Even going by PR numbers we would have had 66 Mpps vs 50 Mpps: the EE would have pulled ahead quite a bit in Vertex Processing ( all dynamic T&L and all kind of Vertex Shading the NV2A does now would have to be executed on the host CPU in the Xbox 2000 ) and Lighting ( GF2 was not exactly a king in Lighting processing ).

Fill-rate wise the GS would have still pulled ahead and DOT3 effect on the GF2 would have not been anywhere near as fast as they are on the NV2A and this would have limited the lovely bump-mapping everywhere that people love to see today.
 
DeanoC said:
Fafalada said:
Josiah said:
I think that if my GF2MX could run SH2 a regular GF2 could run SH3. but regardless, my point is that big hardware does not always equal good hardware.
SH2 PC also didn't filter shadows(and maybe lacked some other framebuffer ops but Deano would know this better) which could considerably reduce fillrate use.
Anyway, in my personal experience regular GF2 is still quite dreadfully slow with shadow volumes compared to PS2(and I also don't do any postprocessing in PC version, so it has less work to do), but granted I ran those tests in our engine, not SH's :p

Yep no nice filtered shadows on PC for SH2 :( There was just no practical way of getting access to the stencil like the PS2 and Xbox version.
IIRC that was the only thing thats majorly different on a decent video card (not GF2MX) compared to the Xbox.

Across different spec machines its goes something like this:

Low-end PC (worse case would have been a P2-600 with a Kyro2) is the worst graphically off all versions. No fancy post-processing, fewer/no fog polygons, worse lighting, no shadows and still really slow in places.

GF2MX sits here, has Hardware TnL but low fillrate.

Middle range (say 1GHz and normal GF2), would have some post-processing, some fog but still the fixed function light mode.

High end (say 1Ghz with GF3) would be capable of everything on but relatively low res (800x600 maybe). Uses vertex shaders and pixel shaders for fancy custom light models etc.

Very high end (when we released would be a GF4Ti or Radeon 9700) could have everything on up 1600x1200 (no MSAA due the post-processing though).

As you can see as soon as hardware TnL (i.e. except low end) kicks in the limiting factor becomes the video card and we were almost always fillrate limited. That may be why different people see different performance on the same video card, if you turn all the options off it will look like crap but should run well on most systems as soon as them options go on performance plummets as they eat more and more fill-rate. Shadows (as Fafalada mentioned hurts cards like GF2MX alot), we used a stencil shadow based techique which uses alot of fill-rate.

A rough comparision for SH2 the console version graphical correspond as PS2 - middle range (1Ghz with normal GF2) and Xbox - high end (1Ghz with GF3).

One thing thats also worth noting, is that we had the feeling the SH2's PS2 engine wasn't being stressed that hard on SH2. We suspect (no proof, just a feeling from the code and the levels and art) that they improved the engine while making the game (which is not unusual obviously) and that they weren't able to redo all the art, so in many places where the PC version struggles on a GF2MX to get a reasonable level of performance, the PS2 had quite a lot of slack. SH3 would seem to agree with that view.

We do know that a few areas were massively more detailed than others (the logic being they were done last/redone, so had a higher polygon budgets, etc). Indeed one major problem we encountered on the PC were that a few scenes where much harder to render at a reasonable speed. This is also noticeable in Marias 'Wish' level, the amount of polygons in these originally Xbox only areas is much higher than most of the game but that level has appeared on all 3 platforms since, so presumebly there was enough slack for the increased poly counts.

I hope you don't mind if I side tracked a bit, I am a big fan of Silent Hill games and there are 2 options (Advanced Filters and Lens Flare) in the Advanced Options in the SH2 PC game that are marked "Not Available" when I use ATI R9700 Pro.

What does the "Advanced Filters" do ? Anisotropic filtering ?

Are those 2 options only available on Nvidia cards (say, GF4 Ti) ?

BTW, the game runs pretty fine at 1024x768 4xMSAA but one of the annoying things is that there are polygon glitches here and there.
 
Regarding an earlier Xbox, one which would've needed to launch near the PS2, there are some things to consider if you account for MS's strategy and the events of the era.

Microsoft's choice of Xbox design partners are the ones that emerge from the competitve pressures of the marketplace as most suitable. Microsoft has shown their willingness to change to new partners that offer a better solution for the specific time. Nearer to the PS2's time, SEGA also evaluated the competitive marketplace to find the best solution for their new system. The technologies of nVidia and 3Dfx (among others) were considered and turned down in favor of a PowerVR solution.

Also, way back in 1999 when SEGA and AM2 started planning for Virtua Fighter 4 and the hardware it would use in the arcades, PS2 technology was actually among the candidates considered, and PowerVR tech again demonstrated itself as the clear winner.

Another thing that makes this interesting is that Microsoft was seriously courting SEGA for a buy-out at the time of this earlier Xbox launch plan... they wanted to be ready with their system around the same time as PS2, and they hoped to use SEGA's experience with the industry and in designing and launching a conole in order to be adjusted to a new industy like this in time.
 
It's interesting how things have changed, back in the early-mid '90s Sega and Nintendo were king(s) of the hill. Now Sony has managed to keep the #1 spot for two generations in a row, and their closest competitor is Microsoft, of all things.
 
maskrider said:
I hope you don't mind if I side tracked a bit, I am a big fan of Silent Hill games and there are 2 options (Advanced Filters and Lens Flare) in the Advanced Options in the SH2 PC game that are marked "Not Available" when I use ATI R9700 Pro.

What does the "Advanced Filters" do ? Anisotropic filtering ?

Are those 2 options only available on Nvidia cards (say, GF4 Ti) ?

BTW, the game runs pretty fine at 1024x768 4xMSAA but one of the annoying things is that there are polygon glitches here and there.

The answer for why Advanced Filters (which means the post-processing filter used in cut-scenes, things like Depth of Field, motion blur, etc) and Lens Flare aren't available on a R9700 (where they are supported normally) is in the last statement. MSAA doesn't work with SH2PC (for good reasons), thats why there are no option to enable it in game, however if you force it in the control panel we detect and disable some portions of the graphics system. Disable MSAA and the options will appear.

The polygon glitches are caused by MSAA sampling outside the texture coordinates. Same issue Valve talked about a few months ago.

Just in case somebody wants to say the usual, i.e. MSAA is great so you must be crap not to support it. Our reasons were simple, it doesn't work properly yet! just because some games get away with the restrictions we couldn't. The problems include the API does not allow post-processing and MSAA (CreateTexture doesn't allow the creation of MSAA textures), the API/drivers don't handle depth buffers locks very well when MSAA, and incorrect texture filtering.

We did our best, if you force MSAA the game works as well as it can (it shuts the filters which don't work, and disables the Lens Flare which locked the depth buffer). The polygon glitches are caused by incorrect texture filtering the MSAA introduces, its out of spec and we didn't have the time to redo all the artwork,as the packed textures are for speed and because the artwork came packed (from the console versions).
 
DeanoC said:
The answer for why Advanced Filters (which means the post-processing filter used in cut-scenes, things like Depth of Field, motion blur, etc) and Lens Flare aren't available on a R9700 (where they are supported normally) is in the last statement. MSAA doesn't work with SH2PC (for good reasons), thats why there are no option to enable it in game, however if you force it in the control panel we detect and disable some portions of the graphics system. Disable MSAA and the options will appear.

The polygon glitches are caused by MSAA sampling outside the texture coordinates. Same issue Valve talked about a few months ago.

Just in case somebody wants to say the usual, i.e. MSAA is great so you must be crap not to support it. Our reasons were simple, it doesn't work properly yet! just because some games get away with the restrictions we couldn't. The problems include the API does not allow post-processing and MSAA (CreateTexture doesn't allow the creation of MSAA textures), the API/drivers don't handle depth buffers locks very well when MSAA, and incorrect texture filtering.

We did our best, if you force MSAA the game works as well as it can (it shuts the filters which don't work, and disables the Lens Flare which locked the depth buffer). The polygon glitches are caused by incorrect texture filtering the MSAA introduces, its out of spec and we didn't have the time to redo all the artwork,as the packed textures are for speed and because the artwork came packed (from the console versions).

Hi DeanoC,

Thanks for taking the time to answer my questions. I am going to play it with MSAA off to enable all the effects.
 
Steve Dave Part Deux said:
The R3xx series supports centroid sampling.


thanks for telling us!! now, if u don't mind, can u explain to me/us what u're talking about? pretty please... not like it should be discussed here, but what the hell u brought it up, might as well finish it
 
london-boy said:
Steve Dave Part Deux said:
The R3xx series supports centroid sampling.


thanks for telling us!! now, if u don't mind, can u explain to me/us what u're talking about? pretty please... not like it should be discussed here, but what the hell u brought it up, might as well finish it

I'm pretty sure centroid sampling is how valve got fsaa to work on the r3x0 cards compared to nvidia that uses p.s 2.0 to do the fsaa which slows the game down even more.
 
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