Pete said:Thanks for the update, pocketmoon. It all sounds promising. I agree that the skepticism seems undue. Granted, this was at an nV conference, so you'd expect them to play up what they've got. But, last I checked this was the non-denominational 3D Tech and Hardware forum, not the Psssh--Whatever forum.
PM, did they mention if those known few IQ issues with nVidia cards are solved in the next patch, and at what performance hit (if any)?
jvd said:humus when are we going to see that in games
Can you show me how this drop in works?Humus said:jvd said:humus when are we going to see that in games
Depends on how hard we work on getting it out there I guess. It will be included in the next SDK though if nothing else.
ChrisRay said:Pete said:Thanks for the update, pocketmoon. It all sounds promising. I agree that the skepticism seems undue. Granted, this was at an nV conference, so you'd expect them to play up what they've got. But, last I checked this was the non-denominational 3D Tech and Hardware forum, not the Psssh--Whatever forum.
PM, did they mention if those known few IQ issues with nVidia cards are solved in the next patch, and at what performance hit (if any)?
Well two specific scenes dont seem to show a performance hit using the r300 mode in FP32 format.
Though I never got a chance to test many other scenes, (I play the game in r300 mode with FP32 Shaders)
But moving from NV3x to FP32 mode showed a similar framerate in that floor scene with the banded lighting on the floor. I assume from my experiences in r300 room they can remove those Image Quality issues w/o any substancial performance hit.
Chris
pat777 said:I'll believe it when I see it. BTW, I like the "at work" part. It's still very interesting.
What about the other PS 3.0 effects?
Hey Humus, have I told you how darn much I love you lately?Humus said:Unfortunately for nVidia, I have developed a technique at work that will work as a drop-in replacement of dynamic branching that works in the most important situations where you'd otherwise need or prefer ps3.0. You'll probably have to resort to very esoteric effects to really require ps3.0. The effect you mention sounds like a perfect example where this technique would work equally well (or maybe even better) than using dynamic branching, depending on how much the cost of dynamic branches are.
Another typical example is the "early-out" kind of optimization where you for instance detect that the pixel is backfacing the light or is outside the light radius and just return zero instead of going through the all the lighting computations. I have implemented this for a typical "Humus-demo" scene with four lights. With early-out enabled I get 45fps. Without it's 14fps. That's more than 3x performance improvement. If you prefer to dwell in the darkness, the difference is 136fps vs. 25fps. 8) I'm not even sure nVidia's will be able to match that performance increase with ps3.0.
Humus said:pat777 said:I'll believe it when I see it. BTW, I like the "at work" part. It's still very interesting.
What about the other PS 3.0 effects?
What's wrong with "at work"? That's where I spend 8 hours a day working on things like that. I don't have much time to do things like this at home anymore. But I guess I could make a personal demo of it too. The technique is actually very simple. It took about one day of work to get it up and running.
jvd said:ChrisRay said:Pete said:Thanks for the update, pocketmoon. It all sounds promising. I agree that the skepticism seems undue. Granted, this was at an nV conference, so you'd expect them to play up what they've got. But, last I checked this was the non-denominational 3D Tech and Hardware forum, not the Psssh--Whatever forum.
PM, did they mention if those known few IQ issues with nVidia cards are solved in the next patch, and at what performance hit (if any)?
Well two specific scenes dont seem to show a performance hit using the r300 mode in FP32 format.
Though I never got a chance to test many other scenes, (I play the game in r300 mode with FP32 Shaders)
But moving from NV3x to FP32 mode showed a similar framerate in that floor scene with the banded lighting on the floor. I assume from my experiences in r300 room they can remove those Image Quality issues w/o any substancial performance hit.
Chris
chris so u disagree with the findings of the website posted later in the thread (and i posted in this )
pat777 said:Can you show me how this drop in works?
digitalwanderer said:Hey Humus, have I told you how darn much I love you lately?
pat777 said:Ok, can you respond to the question in my previous post? Couldn't nVIDIA just use this technique as well to assist dynamic branching?
Doomtrooper said:At work is just fine
Now a long time ago a certain company failed to offer a certain individual a job, tough luck on their part.
Except that writing stencil is the same as writing depth if your depth and stencil buffers are combined (as most platforms use). If you have separate depth and stencil buffers, then this is a bigger win.Humus said:Sure. For the case of "early-out" with lighting:
1) Render depth-only pass, include ambient in this pass if you want it. You'll probably want a depth-only pass anyway, so this is for free.
For each light {
2) Draw "tagging" pass that tags pixels that needs to be lit by this light. The shader outputs an alpha > 0 if the pixel is supposed to be lit. Alpha test kills fragments that are unlit. The surviving fragment sets stencil to 1. No depth or color writes are needed, so this pass is very cheap.
OpenGL guy said:Except that writing stencil is the same as writing depth if your depth and stencil buffers are combined (as most platforms use). If you have separate depth and stencil buffers, then this is a bigger win.Humus said:Sure. For the case of "early-out" with lighting:
1) Render depth-only pass, include ambient in this pass if you want it. You'll probably want a depth-only pass anyway, so this is for free.
For each light {
2) Draw "tagging" pass that tags pixels that needs to be lit by this light. The shader outputs an alpha > 0 if the pixel is supposed to be lit. Alpha test kills fragments that are unlit. The surviving fragment sets stencil to 1. No depth or color writes are needed, so this pass is very cheap.
Humus said:That makes it even more fun to rain on their parade.