Which is why they're supporting 3Dc, of course.
And halflife 2 has mixed mode code paths, where is far cry's fallbacks for older cards which can do similar effects? Are they exempt because they arbitrarily set up a minimum point for no reason?
Which is why they're supporting 3Dc, of course.
The DX docs seem to suggest otherwise.Geometry Instacing is supported on VS 3.0 cards for all shader versions from 1.1 to 3.0
What do you mean not available yet? Isn't the Nalu demo about instancing?DaveBaumann said:Who's talking about emulation, and who's said that this is something that has already occured? Afterall, Vertex Instancing isn't available anywhere yet. [Edit: Whoops, as Dean points out, with the exception of OGL!]
Hellbinder said:The thing about this subject and others like it is that its completely pointless...
SDK doc is wrong in this regard. Someone asked the question on DirectX mailing list, nVIDIA employee explicitly stated what's been said by tb.poly-gone said:The DX docs seem to suggest otherwise.Geometry Instacing is supported on VS 3.0 cards for all shader versions from 1.1 to 3.0
poly-gone said:The DX docs seem to suggest otherwise.Geometry Instacing is supported on VS 3.0 cards for all shader versions from 1.1 to 3.0
If constant storage is a problem, could you pack some of the animation data into a few different vertex components and run those at a much lower frequency i.e. only once per instanced character?DeanoC said:I wonder if bones in a vertex texture and vertex frequency for other instance data might be a win (if you can hide the latency by doing lots of vertex ops) in PC land but haven't tried it.
No, I don't think that demo used any geometry instancing. Their asteroid demo showed that feature off. The Nalu demo showed off, among other things, dynamic branching to write an "Uber shader."Evildeus said:What do you mean not available yet? Isn't the Nalu demo about instancing?
Hellbinder said:The faercry 1.3 patch is already dagger in the back number one,
Simon F said:If constant storage is a problem, could you pack some of the animation data into a few different vertex components and run those at a much lower frequency i.e. only once per instanced character?DeanoC said:I wonder if bones in a vertex texture and vertex frequency for other instance data might be a win (if you can hide the latency by doing lots of vertex ops) in PC land but haven't tried it.
Not once the 1.3 farcry patch is released with noticably increased IQ at playable FPS.Blastman said:Hellbinder said:The faercry 1.3 patch is already dagger in the back number one,
I look at this a different way. It seems to me that the NV hardware needed a SM3.0 patch just to be competitive with ATI's new offerings in a shader heavy game like Farcry.
Since SM2.0 is pretty well going to be the baseline programming model for a long time the X800 is looking pretty good if Farcry is any indication. Are the 6800's going to require a SM3.0 patch in new games (with a fair amount of shaders) to be competitive with the ATI cards? Like in TRON 2.0 for instance. If so, how many patches is NV going to fork $ out for?
Not once the 1.3 farcry patch is released with noticably increased IQ at playable FPS
Evildeus said:HDR, 3Dc, etc.