DaveBaumann said:I'm wondering if we'll be seeing any PS2.0 demos from LeGreg?
Why where does LeGreg work at? Come on tell us
DaveBaumann said:I'm wondering if we'll be seeing any PS2.0 demos from LeGreg?
Evildeus said:I still miss the contradiction. It solves it in many situation but not all. What happen in the other situations? What if Dev use branching in the other situations?
Chalnoth said:It seems to me that this is one example where dynamic branching could dramatically save the number of passes. It seems like you could do the above algorithm in one pass with PS 3.0 (well, two if you include the initial z-pass....but I suppose it really does depend upon what you were using to eliminate lights....what were you thinking about, specifically?). You may also need to clear the stencil buffer without clearing the z-buffer with the above algorithm.
If you had a Radeon 9500 or better, you could have been enjoying Far Cry in its "fall glory" (sic) all along.DSN2K said:I knew waiting to buy this would work out better.
Im going play Far Cry in its fall glory.... 8)
pat777 said:I've heard someone say that your technique isn't really new. I think nVIDIA can switch back between your technique and dynamic branching depending on which technique is more suitable for the given situation.
I still think there are a lot of advantages of dynamic branching(other than this situation) to be discovered. We haven't used anywhere near half the effects PS2.0 is capable of. I'm sure there's a lot of useful effects that can be dramatically sped up by dynamic branching.
http://www.farcry.ubi.com/In addition to the improvements mentioned in the updated changelog, the 1.2 patch will enable much-anticipated Shader Model 3.0 support for NVIDIA's new GeForce 6-series cards. Leveraging Microsoft's DirectX 9.0c, SM 3.0 support will enable gamers with supported hardware to achieve unprecedented levels of realism in their Far Cry experience.
My point was that you don't have to wait for a patch to access all the features of the engine. NVIDIA cards are running with PS 1.1 in place of many (all?) PS 2.0 effects.trinibwoy said:I seriously doubt a 9500 can run Far Cry at its best.
Humus said:Well, I'm sure someone have thought of it before. It's pretty simple so it wouldn't surprise me. If nothing else I have to credit my colleague Guennadi who initially brought up the idea.
Sure this technique would work on nVidia cards too (assuming that they do top of the pipe stencil culling), but there's no way the driver can just decide to turn a dynamic branching shader into this technique.
All? Stop that, it's not even funny anymore. Everybody in the world knows how you love ATI by now...FUDie said:My point was that you don't have to wait for a patch to access all the features of the engine. NVIDIA cards are running with PS 1.1 in place of many (all?) PS 2.0 effects.