pocketmoon66
Newcomer
quick brain dump from the Nvidia dev conference in London on Monday/Tuesday (nothing under NDA...)
Both VS3 and PS3 paths have been added to Fry Cry.
In general, gains from using Geometry Instancing usually between 0 and 10%, though up to 40% in worst (best!) case.
Devs wanted to use PS3 to loop through dynamic number of lights in a single pass but PS3 has limitations (in specs) which prevent this from being implementable. So use static branching for up to 4 lights per pass. This created more instructions than ps2 could handle so need ps3.
Gains are good - in game fps went from 20 to 30 in demo.
HDR - Did not require PS3 but requires 16bit blending and filtering. Devs replaced 'hacks' ( glare/flare etc) with HDR. No AA when using HDR. on 6800U playable (40-50fps) @1024x768.
Very Nice effect
Other Stuff
Nice demo of soft shadows (penumbra's) with PS3.0. Basically do a a small number of shadow sampler tests. If all 0 then you'r out of shadow, if all 1 your in shadow otherwise you are in the penumbra so do 64 samples to get your shadow level.
Works well because the expensive sampling needed is only done if youre initial small sample set is not wholly in or wholly out of shadow. 2xfaster than equivalent PS2 shader (not shown)
Unreal Engine 3 look stunning. Tools where very clever (graphical shader creation tool for artists). Tim S excited about 6800 SLI Target dx9 as minimum spec with release date 2006, blah, blah.
Same flame eating, fire breathing, power tool sparking entertaiment as for the NV30 launch ?!
Both VS3 and PS3 paths have been added to Fry Cry.
In general, gains from using Geometry Instancing usually between 0 and 10%, though up to 40% in worst (best!) case.
Devs wanted to use PS3 to loop through dynamic number of lights in a single pass but PS3 has limitations (in specs) which prevent this from being implementable. So use static branching for up to 4 lights per pass. This created more instructions than ps2 could handle so need ps3.
Gains are good - in game fps went from 20 to 30 in demo.
HDR - Did not require PS3 but requires 16bit blending and filtering. Devs replaced 'hacks' ( glare/flare etc) with HDR. No AA when using HDR. on 6800U playable (40-50fps) @1024x768.
Very Nice effect
Other Stuff
Nice demo of soft shadows (penumbra's) with PS3.0. Basically do a a small number of shadow sampler tests. If all 0 then you'r out of shadow, if all 1 your in shadow otherwise you are in the penumbra so do 64 samples to get your shadow level.
Works well because the expensive sampling needed is only done if youre initial small sample set is not wholly in or wholly out of shadow. 2xfaster than equivalent PS2 shader (not shown)
Unreal Engine 3 look stunning. Tools where very clever (graphical shader creation tool for artists). Tim S excited about 6800 SLI Target dx9 as minimum spec with release date 2006, blah, blah.
Same flame eating, fire breathing, power tool sparking entertaiment as for the NV30 launch ?!