There will be at least support for GL_EXT_depth_bounds_test, but that's not related to SM3 (or CineFX3).rms said:Hi, are there optimizations for Nvidia-specific features in this game? I seem to recall Carmack wanting all cards to run the same code.
rms
Alstrong said:what does SM3 have to do with opengl?
Think of it as a set of capabilities. Technically, OpenGL already supports at least some of it (though GLSL).oddfellow said:Alstrong said:what does SM3 have to do with opengl?
Was thinking the same thing
Ostsol said:Think of it as a set of capabilities. Technically, OpenGL already supports at least some of it (though GLSL).oddfellow said:Alstrong said:what does SM3 have to do with opengl?
Was thinking the same thing
The future is in floating point framebuffers. One of the most noticeable
thing this will get you without fundamental algorithm changes is the ability
to use a correct display gamma ramp without destroying the dark color
precision. Unfortunately, using a floating point framebuffer on the current
generation of cards is pretty difficult, because no blending operations are
supported, and the primary thing we need to do is add light contributions
together in the framebuffer. The workaround is to copy the part of the
framebuffer you are going to reference to a texture, and have your fragment
program explicitly add that texture, instead of having the separate blend unit
do it. This is intrusive enough that I probably won't hack up the current
codebase, instead playing around on a forked version.
Ostsol said:Well, I wasn't saying that Carmack will use it -- merely that there are at least some equivalents in OpenGL.
Guden Oden said:What does D3 do that could be accelerated by SM3 anyway? He's already down to 1 rendering pass per light using plain DX9-level functionality...
No he couldn't, same reason Crytek can't in many cases.Cryect said:Guden Oden said:What does D3 do that could be accelerated by SM3 anyway? He's already down to 1 rendering pass per light using plain DX9-level functionality...
Well he could make it with SM3 fairly easily to do all the lights in one pass instead one pass per light.
"Meak it look leik Tenebrae!!!11!!1" - classics should be quoted correctly.Alstrong said:make it liek tenebrae!!!!!!!!
DaveBaumann said:What was JC's quote? "Doom 3 is designed around the features and capabilities of GeForce3 style products, my next engine will be designed around nv30/nv40".
Waltar said:DaveBaumann said:What was JC's quote? "Doom 3 is designed around the features and capabilities of GeForce3 style products, my next engine will be designed around nv30/nv40".
Fixed.
anaqer said:"Meak it look leik Tenebrae!!!11!!1" - classics should be quoted correctly.Alstrong said:make it liek tenebrae!!!!!!!!