991060 said:Humus,wouldn't your technique place more burden on vertex shader and memory bandwidth?
It will place more burden on the vertex shader, but that's usually not a problem. Vertex processing is seldom the bottleneck.
991060 said:Humus,wouldn't your technique place more burden on vertex shader and memory bandwidth?
_arsil said:This technique isn't new. See:
PEERCY, M. S., OLANO, M., AIREY, J., AND UNGAR, P. J. 2000.
Interactive multi-pass programmable shading. Proceedings of ACM SIGGRAPH 2000
It is also mentioned in:
Timothy J. Purcell Ian Buck William R. Mark Pat Hanrahan
Ray Tracing on Programmable Graphics Hardware
and dozens other papers...
_arsil said:It isn't also replacement for flow control in pixel shaders. Simulating flow control using some early tests (like stencil or Z-Buffer) requires multi-pass rendering, that means you have to pass all geometry multiple times. If your vertex shaders are complex or you have a lot of geometry it isn't a solution.
Also simulating nested loops, nested ifs and jumps isn't an easy problem and will certainly break your shader into 10 or 15 passes.
991060 said:Humus, if possible, I'd like to take a look at your demo's source code, maybe I can convert it to SM3.0, then we can see which method is better.
Do you deny that Far Cry doesn't use as many PS 2.0 effects on NVIDIA cards than ATI cards? If so, then it's clear you are blind.DegustatoR said: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.
FUDie said:Do you deny that Far Cry doesn't use as many PS 2.0 effects on NVIDIA cards than ATI cards? If so, then it's clear you are blind.DegustatoR said: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.
-FUDie
i play 1024x768 with 2x fsaa and high aniso and i get a stead 30-60fps on my 9700protrinibwoy said:So I'm putting off playing Far Cry for nothing
I find that 1024x768 looks like a horse's ass on my monitor and I didnt think that my oc'ed 9800pro could handle far cry at a higher resolution and max detail. Guess I should give it a whirl
Jack_Tripper said:http://www.rage3d.com/board/showthread.php?t=33767223
FUD or not teh FUD???
That is the question.
Jack
Jack_Tripper said:http://www.rage3d.com/board/showthread.php?t=33767223
FUD or not teh FUD???
That is the question.
Jack
jvd said:i play 1024x768 with 2x fsaa and high aniso and i get a stead 30-60fps on my 9700pro
Humus said:pat777 said:Can you show me how this drop in works?
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.
3) Draw your lighting as usual. Stencil test kills all unlit fragments early, saving an assload of shading power. For all surviving fragments, set stencil back to zero.
}
Jack_Tripper said:http://www.rage3d.com/board/showthread.php?t=33767223
FUD or not teh FUD???
That is the question.
Jack
Mr. Travis said:umm... the offset 2.0 shader is already present and I enabled it in small level you can download on the web... offset test map... they obviously can't remove a shader that's already in the game, so offset at the very least is in far cry... the other shaders it's up to them, but there should be a couple I would imagine that have 2.0 fallbacks, and probably a couple 3.0 only things...
i heard that hl2 will not use hdr. but the source engine WILL have HDR capibilities for sure. that dx9 demo from last year (the rooftop one) had HDR but those features probally wont be in the game at release, maybe a patch via steam tho.Hellbinder said:HL2 does use HDR, in fact that was one of the big negative things with the Nv3x line. they could not run any of the HDR effects that ATi was.
Humus said:The geometry will only be a problem if you have a huge amount of polygons. The vertex shader length matters less, since rendering the ifs typically doesn't require a very complex vertex shader.
Humus said:Nested ifs can also be handled. It will require at most as many passes as there are paths in the shader. In the real world games you're likely to see any massive amount of if nesting anyway. In 90% of the cases we will be dealing with an if-statement in the top of the shader that culls on some simple criteria.
float c;
float a = SomeComplexFunction();
float b = SomeOtherHugeFunction();
if (a > b && b > 0)
c = a / b;
else
c = (a – b) * b;