carpediem said:That would be... Interesting
I don't think Dave or Rev would have made such a fuss if both major IHV's supported the feature. They definitely would not have used the exclusion of 3Dc to support their argument.
carpediem said:That would be... Interesting
Oh. S3.DaveBaumann said:You're missing one.
trinibwoy said:carpediem said:That would be... Interesting
I don't think Dave or Rev would have made such a fuss if both major IHV's supported the feature. They definitely would not have used the exclusion of 3Dc to support their argument.
DaveBaumann said:Secondly, if MS licenses a feature for us in DirectX then every hardware vendor is able to implement that hardware for use within DirectX under the terms of their DirectX hardware license - the classic example is DXTC, which is the same as S3TC; the vendors can freely implement it in hardware and are able to use it in DX, however they have to pay a license fee to S3 (or get it via some other means) in order to use it in OpenGL. Here DST is patented via SGI, but is not licensed by MS so vendors would need to get a license from SGI in order to implement it (if they were indeed aware that it was licensed by SGI).
DaveBaumann said:Here there is no specification for it, hence there is no set method to define how these should be implemented. If another vendor were to implemnt the fast PCF with merely a point filter, what would be the recourse for arguing against it - its not to the spec? No, there isn't one (other than what an IHV has implemented), it doesn't look the same?
Secondly, if MS licenses a feature for us in DirectX then every hardware vendor is able to implement that hardware for use within DirectX under the terms of their DirectX hardware license - the classic example is DXTC, which is the same as S3TC; the vendors can freely implement it in hardware and are able to use it in DX, however they have to pay a license fee to S3 (or get it via some other means) in order to use it in OpenGL. Here DST is patented via SGI, but is not licensed by MS so vendors would need to get a license from SGI in order to implement it (if they were indeed aware that it was licensed by SGI).
Scali said:The exact same arguments go for trilinear/anisotropic filtering.
I don't see how this has anything to do with game developers or Futuremark. If IHVs choose to implement the feature, then software can use it. The rest is the problem of IHVs.
No, no Dave...it's so it better simulates "real-world gaming".DaveBaumann said:Presviously this was a DirectX benchmark - now they are asking IHV's to go outside of the licensing of DirectX in order to "score highest" on the benchmark.
DaveBaumann said:Well, the problems you have there is that they have implemented one shadowing mechanism for the entire benchmark suite - not every game will use the same shadowing mechanism, nor are they likely to implement dynamic shadows where they aren't needed.
DaveBaumann said:Previously this was a DirectX benchmark - now they are asking IHV's to go outside of the licensing of DirectX in order to "score highest" on the benchmark. (edit - should say "score higher" I guess)
DaveBaumann said:Previously this was a DirectX benchmark - now they are asking IHV's to go outside of the licensing of DirectX in order to "score highest" on the benchmark. (edit - should say "score higher" I guess)
Swell, then FM should quit calling it a DirectX9 benchmark and then they can just live up to their motto of "The Gamer's Benchmark".Scali said:Even if IHVs would feel moved to implement features just for 3DMark05's sake, which I sincerely doubt, this is not a bad thing, since all games with DST-support (quite a number of them, and still growing) will immediately benefit aswell.
Scali said:3DMark2001 covered projected shadows, 3DMark03 covered stencil shadows, 3DMark05 covered depth shadowmaps. What else is there?
And where exactly weren't the dynamic shadows needed in 3DMark05?
digitalwanderer said:Swell, then FM should quit calling it a DirectX9 benchmark and then they can just live up to their motto of "The Gamer's Benchmark".Scali said:Even if IHVs would feel moved to implement features just for 3DMark05's sake, which I sincerely doubt, this is not a bad thing, since all games with DST-support (quite a number of them, and still growing) will immediately benefit aswell.
DaveBaumann said:You're missing one.
DaveBaumann said:Well, there is a mix of both for a start, which is where the big guys sound like they are going to go, and there are smoothies and horizon maps for environment shadowing.
The sun in the third test appears to be a the only source - if the sun moves then you can use horizon maps on the static geometry, if it doesn't then there is no point in wasting any time on the static world geoetry calcuating dynamic shadows (certainly game developers are unlikely to do this).
Scali said:I believe smoothies are patented.
Given the amount of detail in the ship and the seamonster, and their prominent places in view, I don't think the static world geometry is all that relevant to performance anyway.