Which might but don't have to disable HierZ for the rest of the frame, depending on how clever the drivers are.ATI said:First, and the most important, do not change sense of the depth comparison function in the course of a frame rendering.
ATI said:In addition, few other things interfere with hierarchical culling; these are - outputting depth values from pixel shaders and using stencil fail and stencil depth fail operations.
demalion said:Shouldn't that be "what you need is a 'Zmin' (Obviously,ATI is very aware of this...", Mintmaster?
Maybe that's why Colourless felt he had to make the above statement.
Don't know if this has been addressed yet, but the shadow mapping algorithm that Carmack uses does nothing on z-pass:Crusher said:No, neither normal volumetric shadowing or Carmack's Reverse method touch hidden pixels. Both methods make comparisons on the Z-Buffer, which contains no hidden pixels at all. The way Carmack's Reverse differs is that he renders the back face of the shadow volume, incrementing the stencil buffer when there's a z-fail, and then render the front side of the volume and decrement the stencil buffer if there's a z-pass.
Which makes sense if you think about it, because if the shadow hull surrounds an object, the back side will fail on a depth check, while the front side will pass the check. With this algorithm, the stencil buffer will still carry a value.Draw back sides, doing nothing with depth pass and incrementing with depth fail.
Draw front sides, doing nothing with depth pass and decrementing with depth fail.
Joe DeFuria said:Link?
Yea, I really thought everybody had seen this....Here's some of the text...
Any comments?
Joe DeFuria said:EDIT: In a nutshell, Carmack expects that he will be able to drop all vendor specific vertex paths (already dropped vertex programs, and will likely drop vertex arrays). However, there is every indication that vendor specific fragment / pixel paths will be in there. Specifically, for the Nvidia NV1x, NV2x, and NV3x chips, and the ATI Radeon R200 series chips.
What exactly are we "allowed" to discuss concerning the GeForceFX?
The point being, its been relayed by Carmack that they'll fix the ARB2 "problem" shortly...
Take a deep breath. Relax. See how it looks in a month, then go off on your doom and gloom parade if it hasn't changed.
Nvidia assures me that there is a lot of room for improving the fragment program performance with improved driver compiler technology.