nbohr1more
Newcomer
I have been enjoying "The Dark Mod" quite a bit recently but the performance for certain maps, especially "Return to the City" is pretty taxing on my old CPU (and even newer CPU's from what I gather)... I recall that Doom III's major pitfall with regard to shadowing and geometry was that a large portion of the Stencil Shadow algorithm in done on the CPU...
1) Is that correct, do Stencil Shadow calls still need the CPU for a significant portion of their work?
2) Does "Ultra-Shadow" move that work to the GPU?
3) If "2" is "yes", could ATI implement an Ultra-Shadow equivalent via SM 3.0 (or higher)?
4) The last I heard, Ultra-Shadow was not really functional in Doom III except in internal testing (no external Game code uses it???)?
5) If there is no way to avoid the "CPU tax" for Stencil Shadowing, would AMD's Bulldozer CPU approach have the opportunity to to improve this problem by passing the stencil calculation to the integrated GPU anyway or would the extra FLOPS go to waste as the Stencil algorithm doesn't use them (only CPU speed and efficiency help?)???
6) Does the whole Doom III renderer have some significant CPU bounding due to it's dynamic nature...?
7) Is all the CPU dependence concern a red-herring as the real Polygon limits are due to the number of dynamic MRT's???
1) Is that correct, do Stencil Shadow calls still need the CPU for a significant portion of their work?
2) Does "Ultra-Shadow" move that work to the GPU?
3) If "2" is "yes", could ATI implement an Ultra-Shadow equivalent via SM 3.0 (or higher)?
4) The last I heard, Ultra-Shadow was not really functional in Doom III except in internal testing (no external Game code uses it???)?
5) If there is no way to avoid the "CPU tax" for Stencil Shadowing, would AMD's Bulldozer CPU approach have the opportunity to to improve this problem by passing the stencil calculation to the integrated GPU anyway or would the extra FLOPS go to waste as the Stencil algorithm doesn't use them (only CPU speed and efficiency help?)???
6) Does the whole Doom III renderer have some significant CPU bounding due to it's dynamic nature...?
7) Is all the CPU dependence concern a red-herring as the real Polygon limits are due to the number of dynamic MRT's???