Zeno said:I don't know what the DX spec says about it....I use OpenGL almost exclusively. NVIDIA has been very good in the past about quickly exposing features of their cards through OpenGL extensions. I expect that this one will be available as soon as the cards are.
I believe accumulation buffer effects are done through the multisample buffers, don't quote me though!glw said:Not sure how relevant it is but the accumulation buffer is hardware
accelerated on the R300. Very impressive it is too.
Seems to be 64 bit (16 bpp) as I notice banding after
256 passes of 32 bit RGBA. Speed is quite good too.
DaveBaumann said:I would guess that the performance is more likely to be an inhibiting factor. That and you loose AA as well.
Mintmaster said:This sucks. R300->R420 is almost as bad as GF3->GF4. You get a massive performance leap, but you only get a couple of new features (...)
WaltC said:Cynical? Perhaps. But then I worry that nVidia had no official demos lined up to illustrate all of this amazingly important stuff like PS3.0 and fp blending, so that reviewers could run them, analyze them, and praise them, if deserving of it. I mean, if it's so "important" and so forth, then WHERE ARE THE IN-HOUSE nVIDIA DEMOS to illustrate it???? I think a bit of empirical evidence is definitely in order.
DaveBaumann said:I would guess that the performance is more likely to be an inhibiting factor. That and you loose AA as well.
LeStoffer said:Performance of what? And what hardware are we talking about?
DaveBaumann said:FP frame buffers. With NV40 fill-rate and bandwidth will be halved. There is no AA either. I suspect that these will be the long term limiting factors.
DemoCoder said:Do you lose AA?
Anyway, most HDR uses I have seen use render targets where MSAA can't beused anyway.
Performance on R420 or performance on NV40?
Valve punted on HDR in HL2 according to a message on HL2.net forums. I wonder what platform Valve internally develops on to test their HDR rendering performance?
LeStoffer said:Okay, but is it really that bad a penalty if we're running medium long shaders anyway? Besides the AA issue it doesn't that bad, but to be honest I don't know often you'll need to use them (e.g. each frame or just now and then for special effects).
DaveBaumann said:With NV40 and floating point frame buffers, yesDemoCoder said:Do you lose AA?
For using the FP buffer it will halve the fillrate and require twice the bandwidth.
DemoCoder said:I have alternative information that says otherwise.
Yes, but on a shader bound game, the fillrate and bandwidth hits will be partially hidden by the ALUs.
DaveBaumann said:DemoCoder said:I have alternative information that says otherwise.
Well, I asked David Kirk that in front of a room full of editors and he said something along the lines of "No, lets take one thing at a time". Neither Toni Tamasi, Emmett Kilgariff or anyone else put anything contrary to that.