Dave Baumann said:With the jittered sampling from the shadowmaps I believe dynamic branching could be used to decide whether its in, out or on the edge of a shadow.
Very true
Dave Baumann said:With the jittered sampling from the shadowmaps I believe dynamic branching could be used to decide whether its in, out or on the edge of a shadow.
I have said that doing multivendor paths (as in totally different paths) in games is sure ok, but in 3DMark06 (and all previous) we use only one path with certain fallbacks to enable more hardware to be able to run the tests. We will not allow shader replacements or such. The driver optimization guidelines we set a couple of years ago still are in full effect.Sunday said:Since Nick has stated that there is no wrong in dong multi vendor path (even if that meant hurting one side implementing something that it doesn’t support, but relying on it heavily in some crucial tests), ‘cos hell “game developers are doing it†does it mean that is OK now for the vendors to do shader replacement trough drivers, or to do self made patches for 3DMark06 to improve performance (we’ve all prized Humus for his work on DOOM3)?
You think we should create our scenes just to promote one single effect that has been used in one (are there more released games (not engines/tech demos!) which use POM?) game? Certainly not! Personal likings is one thing I won't go into any more than this. If you don't like the artwork, it is ok, but forcing some POM into them wouldn't have changed them visually much at all. It is down to the fact that not all effects are feasible to use just because they exist.Sunday said:You’re so full of pride and joy Nick do you honestly cannot see what have you done to the 3DMark? You say there was no artistic reason to put Parallax Occlusion? Well god damn you’ve should create different art! There is a bunch of games that are designed right now in such way that this type of mapping is crucial for immersion, and what you giving us is some un-usable fireflies (this time two), one big dragon fish, skinned silly, AGAIN and one non playable Antarctic scene (good for some in game cinematic, and nothing more).
If that's your personal view on how things work and are, then so be it. I can't convince you to like what we have created if you simply don't like it.Sunday said:You wore either lazy, to create something truly new and usable, or you just don’t know how! Anyway you turn it up you’ve failed with 06!
Tell me what makes Parallax Mapping such an effect that it must be used in all games/apps? I fail to understand why this one effect is such a big issue. You name one game which supports it (FEAR), but I don't see people bashing other game benchmarks or games for not haing POM. Just doesn't make sense.Ratchet said:I'm not so sure how far ahead it's looking. It doesn't include parallax mapping (which has already been included in games like FEAR) or a decent level of dynamic flow control (which is one of the more important SM3.0 features). If I would say anything, 3Dmark06 seems more like a modern benchmark, not a future one. In that case (and at the risk of soundling like I just graduated from the [H] school of thought) modern games would serve as a better guide to graphics performance.
You need to dig (no pun intended) deeper...digitalwanderer said:Where is the cow in this one?
Well, can I at least find out if I need SM3.0 to see it? If so I'll have to borrow my son's rig for a bit....Nick[FM] said:You need to dig (no pun intended) deeper...
Nope. Doesn't require SM3.0.digitalwanderer said:Well, can I at least find out if I need SM3.0 to see it? If so I'll have to borrow my son's rig for a bit....
In the same way that vertex texturing is not a core function within 3DMk06 - it performs like a dog on NVidia hardware - dynamic branching is a complete waste of time on NVidia hardware in any form other than as a shortcut to static branching (or in other words it's prolly being used instead of having multiple, similar, shaders).Bouncing Zabaglione Bros. said:Hang on, wasn't dynamic branching demoed by Nvidia with their launch of NV40? Why is it that R520's late arrival stopped devs using dynamic branching, when Nvidia have been offering it for two product generations?
I agree - which is why I think this is the final nail in the coffin for FM, they've proven once and for all that the 3DMk series is irrelevant as a benchmark. Hoisted themselves by their own petard. And very prettily done, it has to be said.Dynamic branching should be in any forward looking benchmark, and would be a big advantage for ATI as they have spent a lot of transistors on it in R520/R580 - but for some reason Futuremark decided not to test this important aspect of newer SM3.0 hardware.
Thanks! Now I have a project for the day....Nick[FM] said:Nope. Doesn't require SM3.0.
Well what is 3DMark06 then, is it future looking or not? You say in one post that it is, but in another that it won't sport features that aren't in (enough) current games?Nick[FM] said:...
Sure, future engines may support POM (even we in the future if we find use for it), but we didn't find use for it in 3DMark. As I said, it is simply one effect amongst many others.
Cheers,
Nick
Surely a game's performance shouldn't hinge on the use of dynamic branching though? What dev house would use it in such a manner to totally bork a huge amount of the user hardware base?Jawed said:3DMk06 clearly doesn't use per-pixel dynamic branching in any meaningful fashion, because if it did the NVidia hardware would be down the toilet.
Oh I wasn't suggesting that ATI should be using PCF but rather that they implement FETCH4 across either the entire X1000 series or, at the very least, on their top-end model rather than just the mid- or low-end.Wavey said:AFAIK there are IP and usage issues related to PCF, though.
Jawed said:In the same way that vertex texturing is not a core function within 3DMk06 - it performs like a dog on NVidia hardware - dynamic branching is a complete waste of time on NVidia hardware in any form other than as a shortcut to static branching (or in other words it's prolly being used instead of having multiple, similar, shaders).
Can you tell me where in your opinion in 3DMark06 POM would improve image quality noticable? Which effect should have been dropped in favour of POM? (I assume that futuremark does not have unlimited resources and fixed shedule, so they probably would have had to drop something else in order to support POM)Ratchet said:Well what is 3DMark then, is it future looking or not?
Hanners said:With that in mind though, is dynamic branching likely to be used to any great extent in any future titles currently in development? In a sense, it's a bigger disappointment (to me anyway) that dynamic branching wasn't included in some way as an additional feature test (in the same sort of way vertex texture fetch was utilised in the shader particles test), rather than as part of the main graphics tests.
N00b said:Can you tell me where in your opinion in 3DMark06 POM would improve image quality noticable?
It isn't about improving image quality, this isn't a game or a eye-candy demo, it's supposed to be a benchmark. If one of your "tests" doesn't have a suitable place for POM, then make a test that does. Even if was a simple feature test, one that doesn't factor into the final score (like the perlin noise or shader particles tests) which stresses nothing but the parallax mapping feature would have been fine. Futuremark chose instead to completely ignore it even though it's probably going to be an often used feature in many upcoming games.N00b said:Can you tell me where in your opinion in 3DMark06 POM would improve image quality noticable? Which effect should have been dropped in favour of POM? (I assume that futuremark does not have unlimited resources and fixed shedule, so they probably would have had to drop something else in order to support POM)
Which is exactly what I am alluding to. Futuremark made some questionable choices in 3D Mark 06, ones that benefit one IHV and actively hamstring the other. Strange eh? I guess they are still worried about what would happen if one company took their green-backs away, started "leaking" internal documents about how terrible Futuremark are, and threatened them with a bunch of lawyers.Jawed said:3DMk06 clearly doesn't use per-pixel dynamic branching in any meaningful fashion, because if it did the NVidia hardware would be down the toilet.
This is why I had quite a lot of confidence that we wouldn't see any significant use of dynamic branching - because FM prefers to "even things up" (though in the 05 and 06 that process favours NVidia heavily, hmm, strange huh?).
I agree - which is why I think this is the final nail in the coffin for FM, they've proven once and for all that the 3DMk series is irrelevant as a benchmark. Hoisted themselves by their own petard. And very prettily done, it has to be said.
Jawed
Hanners said:it's a bigger disappointment (to me anyway) that dynamic branching wasn't included in some way as an additional feature test (in the same sort of way vertex texture fetch was utilised in the shader particles test), rather than as part of the main graphics tests.