Devs Speak on PS3.0

hstewarth said:
Anybody who still believes that PS2.0 is better than PS3.0 should read this article.

I don't think anybody said that PS2.0 was "better" than PS3.0... the discussion is more focused on whether PS3.0 right now is just something nice to have or a major leap forward as nVidia would like us to believe. ( Remember that ATi isn't skipping it entirely either, they just say that there's no point yet. )
 
Perhaps we are looking at this with too much marketing-speak ringing in our ears. I think the question we should all have in the back of our head is "who developed SM 3.0"?

The answer to that one is Microsoft, ATI, NVIDIA, S3, and all of the other IHV's that have anything to say in the DirectX development program. SM 3.0 was also initially developed years ago, and this was the point where NVIDIA didn't have a lot to say (since they kinda left the DX development group for a while). So, I think there are a lot of sour grapes right now with SM 3.0 because NVIDIA did produce the hardware first, and there appears to be some significant performance advantages to it. Of course, developers really won't put out many SM 3.0 based titles, just because the installed base right now is nil (and will continue to be small until late 2003).

So, I think if you really were able to sweep away all the marketing pressure, most developers would think SM 3.0 had advantages and it is probably a good thing. But I think that many developers are very tired of having to constantly support multiple rendering paths, and if they had their druthers, they would probably prefer to stay at SM 2.0 for some time.

Then again, I could be talking out of my nether regions.
 
DemoCoder said:
He was talking about FP16 blending num-nut. (multi-pass HDR rendering)
Um, how exactly does multi-pass HDR rendering require FP16 blending? If you're multi-passing, you can just render to intermediate FP16 render targets and blend in the pixel shader on a subsequent pass. Or FP24 render targets, if you have a Radeon.

Clearly you've spent as little time thinking about this as Andrey apparently did.

How about another example: "Full swizzle support in PS3.0 to make better instructions co-issue and as result speedup performance."

If he'd been thinking like a developer rather than a marketer he may have realized that:
a) NV3x series already had arbitrary swizzle, without having PS3.0
b) The R3xx series already had co-issue, and a pretty flexible amount of swizzling to go with it. And in any case, co-issue is a hardware capability that has nothing to do with PS3.0.
 
JoshMST said:
...So, I think there are a lot of sour grapes right now with SM 3.0 because NVIDIA did produce the hardware first, and there appears to be some significant performance advantages to it. ..

How do you define significant? I certainly haven't seen ANYTHING that show me that a PS 3.0 effect has a significant (I define that as 35% or more) performance increase. Also, just because the shader itself might be that much faster, that does not define the entire game. Hence we need to step back and look at the big picture as a game with 1 PS 3.0 effect might not perform any better with the same game using 1 PS 2.0 effect. Without knowing the complexity, etc, you can't come to that conclusion, period.

EDIT: Spelling
 
DemoCoder said:
Hellbinder said:
GraphixViolence said:
I particularly liked how Andrey from CryTek gave his little checklist of all the supposedly useful new features of SM3.0... including 16-bit FP render targets and MRT which the 9700 Pro has already had for the last year and a half :rolleyes:
LOL, Ati has been orffering FP24 Render targets... Even better FP24 *MULTIPLE* Render Targets since the R300's Launch :)

He was talking about FP16 blending num-nut. (multi-pass HDR rendering)
Same Diff. Talks about features being good once Nvdia supports it. Badmouths or Ignores features when Nvidia is not supporting it. Simple as that. Besides which, none of these interviews is actually taking account what Ati will be offering in the near future. Thus in reality they are pointless and moot becuase they are based on bad assumptoins.
 
demalion said:
I found some comments startlingly facetious and marketing-laden. :-?

Tim Sweeny said:
...
How many useful C programs don't contain conditionals? Approximately none!
...
Only a marketing guy would consider 24-bit floating point to be "full precision"!
...
But nowadays there isn't a good reason for hardware to support less than full 32-bit floating point precision.

I found this an unfortunate inclusion.

I agree, and think the really unfortunate thing is that some people assume a kind of omniscience about 3d hardware in people like Sweeny and Carmack, an undeserved assumption if ever I've seen one. People involved in various aspects of the 3d-gaming industry all have certain, narrow, specialized perspectives when it comes to topics like these, and it surprises me sometimes to think that for some it isn't immediately obvious that folks like Carmack and Sweeny are not themselves hardware engineers, are not employed in that capacity by companies like ATi and nVidia, and have no personal experience themselves with even writing drivers for the products these companies make.

Their view of a company's hardware and drivers is necessarily restricted to the scope of their own personal and professional interests: writing 3d-game engines for 3d games--writing their own 3d game engines, that is. Carmack is no more of an "expert" on 3d-hardware technology than he is on Epic's D3d game engines, and vice-versa for Sweeny and Carmack's OpenGL engines. They have their own distinct expertise and everything they see is limited by their own particular field of view. OTOH, companies like ATi and nVidia must design 3d hardware and drivers, and M$ must look at API development in tandem with them, from a much wider, broader perspective, a perspective meant to serve the needs of everybody developing *and using* 3d software technology (aside from only Carmack or Sweeny, individually, and using Carmack only figuratively here in relation to M$ since he doesn't do D3d at all.)

I'm not saying, of course, that Carmack and Sweeny have "nothing" worthwhile to say--not in the least. Just that I look at the various comments they make from the limits of their particular specializations--their own 3d-game engine development projects. I mean, take Carmack and Sweeny together and throw them in the engineering-design basements at either nVidia or ATi with the command, "OK, fellas, now design the next gpu for our company," and I think their eyes would glaze over, their mouths would drop open, and they'd both be drooling in short order...;) Might as well ask Carmack's rocket company to design the next space shuttle as opposed to Nasa, or ask Sweeny to write weather-prediction programs for government supercomputers. I think both men would quickly find themselves out of their leagues.

Again, not saying they have nothing to say, but simply saying that whatever they say must be put into a perspective relative to their particular fields of expertise in the industry. Neither works for gpu manufacturing companies, or in a field relative to gpu circuit design and manufacturing. So, very simply, their viewpoints are accordingly much different from those of nVidia and ATi, M$, etc., because what they do for a living is itself much different.

That's why it doesn't surprise me, especially, to hear Carmack or Sweeny making various comments from time to time that are long on marketing and short on objective fact. In some respects, they themselves are as dependent on the products the 3d gpu companies make, and the drivers they write, as are the ordinary consumers who do nothing more than buy 3d games and play them at home.

So when I hear comments like these attributed to Sweeny:

"Only a marketing guy would consider 24-bit floating point to be "full precision"!
...
But nowadays there isn't a good reason for hardware to support less than full 32-bit floating point precision"

...I'm not surprised...;) I mean, I'm not aware of my copy of UT2K4 *requiring* fp24, let alone, fp32 support to run...Heh...;) So if Sweeny himself is content to write game engines which themselves may at best be considered as rendering to only "partial precision," if not wholly to integer precision, I'm really not all that interested on hearing him opine as to the meaning of "full precision"--since of course his software doesn't yet support even fp24, let alone fp32. The day that the UT engine *requires* fp32 support to run will be the day when I start taking his comments about "full precision" to heart. I suspect I will have a long time to wait...;) And, I mean, if the fact that M$ established fp24 as the "full precision" baseline for DX9 is nothing more to Sweeny than the gibbering of a "marketing guy," then why on earth might we ever consider fp32 to be "full precision," when of course there's always fp64, fp128, fp256, and etc., to consider on down the line? If we buy into Sweeny's idea that "fp24" isn't the API baseline for "full precision," even if M$ declares that it is, then it *must follow* that we cannot consider fp32 to be any more "full precision" than fp24, in the grand scheme of things, of course. Heh..;) That's the way it looks to me.

In short, like everybody else, including me, some of the comments these guys make are worthwhile, and some aren't, and I've never seen any reason to think otherwise.
 
WaltC said:
I agree, and think the really unfortunate thing is that some people assume a kind of omniscience about 3d hardware in people like Sweeny and Carmack, an undeserved assumption if ever I've seen one.
Erm, the article wasn't about developers' views on particular hardware, it was about their views on a particular new aspect of the main API used for programming 3D games. I can't think of anyone more appropriate to interview about this than the leading engine programmers of their day. Thse are the people who'se livelyhood depends on utilising new features, so their views on them are paramount.

WaltC said:
The day that the UT engine *requires* fp32 support to run will be the day when I start taking his comments about "full precision" to heart. I suspect I will have a long time to wait...;) .
I take it you haven't seen the video of the Unreal Engine 3 at GDC last month, then?
 
Besides which, none of these interviews is actually taking account what Ati will be offering in the near future.

Ah... those unannounced products that they are under NDA not to talk about? Are those the products that they should be talking about and comparing against?
 
GraphixViolence said:
Um, how exactly does multi-pass HDR rendering require FP16 blending? If you're multi-passing, you can just render to intermediate FP16 render targets and blend in the pixel shader on a subsequent pass. Or FP24 render targets, if you have a Radeon.
Well, first of all, there are no FP24 render targets. It's all FP16 or FP32 (the R3xx would simply convert the internal FP24 value to a FP32/FP16 value before output).

Anyway, blending is a potentially huge performance improvement over static render targets. Specifically, if you don't use blending, you'd need to render each and every triangle to its own texture to properly emulate blending. That's gonna put performance in the toilet no matter which way you slice it.

You can get around this, of course, but not without sacrifices.
 
WaltC said:
People involved in various aspects of the 3d-gaming industry all have certain, narrow, specialized perspectives when it comes to topics like these, and it surprises me sometimes to think that for some it isn't immediately obvious that folks like Carmack and Sweeny are not themselves hardware engineers, are not employed in that capacity by companies like ATi and nVidia, and have no personal experience themselves with even writing drivers for the products these companies make.
Side note:
Tim Sweeney has a BS in electrical engineering (as in hardware).
 
Concider Sweeny is working on a engine said to be out 2006..
PS3.0 and FP32 might be more useful to him then it is for games coming out in the imediate future...

Seems most agree that it isnt very vital at this time, but it will be sometime..
Even if that might mean "Dx next" and the Next gen slew of cards...
But also states they are not totally pointless today either, you can draw benefits from using it, given you take the time to do so...

tho to MAKE them into a relative "big thing" you might need to spend alot of work on that, and you dont do that when the target is only a small margin of the market... which SM3.0 hardware might be for a while...
So you retain SM2.0 and add some quick goodie in SM3.0 like Farcry did, which by the way seems like added content and the "speed" approach to SM3.0 support..
Also not impossible that SM3.0 titles also supports PS_2_b or what ATIs approach was called, which narrows the gap further..

In short, its not nothing, yet not anything big, at this point in time...
Ehh.. that is the impression i get, might be all wrong ofcource..
 
Diplo said:
Erm, the article wasn't about developers' views on particular hardware, it was about their views on a particular new aspect of the main API used for programming 3D games. I can't think of anyone more appropriate to interview about this than the leading engine programmers of their day. Thse are the people who'se livelyhood depends on utilising new features, so their views on them are paramount.

I take it you haven't seen the video of the Unreal Engine 3 at GDC last month, then?

Yes, but it seems to me that I recall Sweeny mentioning the little tidbit about the U3 engine not being used in a game until....2006/7, was it?...;) I rest my case, and I'll wager the U3 engine will change fundamentally many times prior to seeing the light of day in a shipping game. Again, no one should interpret what I've said as "anti" anyone--just a sensible admonition to recognize the perspectives that frame the comments that various "personalities" in the industry make from time to time. Trust me, these people are neither omniscient or prescient. But who is?
 
anaqer said:
hstewarth said:
Anybody who still believes that PS2.0 is better than PS3.0 should read this article.

I don't think anybody said that PS2.0 was "better" than PS3.0... the discussion is more focused on whether PS3.0 right now is just something nice to have or a major leap forward as nVidia would like us to believe. ( Remember that ATi isn't skipping it entirely either, they just say that there's no point yet. )

But I believe that PS3.0 spec has been there since day 1 of DX9. I am just thinking from a programing ( I am not a shader programmer ), that flow control and other things in PS 3.0 would be a benifit. I also believe that ATI does not want developers to suppost PS 3.0 because they don't support it concurrently.. NVidia probably did not want developers to support PS 1.4 for the same reason. All I am saying is that ATI decision not to support is for marketting reasons.. They also probably believe that NVidia's 6800 is slower in PS2.0 shaders than in PS3.0 shaders and they want developers using 3.0 shaders..

One technical question I have about be these shaders.. do these shaders have the functional equilvent to a subroutine... if so than a library of functions could be stored in a cards memory and reduceing loading from main memory.

I just thinking with flow control, shaders become closer to other programming languages like say C. Lets not get into Object Oriented stuff just yet. But eventually it will likely be there.
 
Chalnoth said:
Side note:
Tim Sweeney has a BS in electrical engineering (as in hardware).

Interesting you should say that...;) One of my grandmother's favorite stories, and one she told me so often before she died I was able to memorize it, was about how my grandfather graduated from Geogia Tech at 18 (or was it 16? I can't recall, but know it was at a very early age) with an EE degree (they used slide rules in those days), and how at the diploma ceremony the master of ceremonies said of him that he was the only "real" engineer in the class; and then she loved to talk about how he went to Oakridge, Tennessee to help out with A-Bomb development during the war (WWII.) It was a pretty interesting story all around, at least from my perspective.

But I'm fairly certain he never designed a computer chip in his life, and certainly not a gpu. As well, I know a few EE's myself these days who also have managed to participate in careers within their fields and have never designed a single computer chip, or gpu, in their lives. And, of course, Sweeny's not working as an EE, let alone designing gpus, is he? (A point I believe I already made.)

nineleven said:
The overabundant cynicism and sarcasm across all topics/forums is becoming a bit tired.

Well, if you felt my post here was intended as "cynicism" or "sarcasm," let me assure you that I intended it only to provoke thought. I will confess, though, that I do grow a bit weary with incessant PR gobbledegook which is designed to persuade and influence, instead of to inform. I would always prefer that people approach claims skeptically instead of from blind faith, because the truth is truth, and no amount of healthy skepticism will derail it. OTOH, healthy skepticism has exposed quite a few PR myths. Overall, I think that's a very positive thing.
 
What I find curious is people want the opinions of people not in Nvidia TWIMP, Yet TWMIP is probably effects the majority of big game titles. Shouldnt people care how the people in this program feel about features?

From what I have seen. Whether you like it or hate it. Most titles in this campaign have delivered on the features they promised.
 
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