Not only are extra vertices not needed, but they're bad, according to you.
I think you missed the fact that Joker references were related to previous threads where I wrote much more on the subject than I did in this thread. Since I don't like selective memories I tried to remind him what I was talking about.
What I wrote many times on this forum is that simply throwing more triangles with the given ratio between primitives and pixels we have now it doesn't really look the most sensitive thing to do, expecially given the quad based architetures we have now.
You're basically saying that if RSX is ever vertex shader limited, then there are too many vertices.
No, I said that IN THE TITLE I'M WORKING ON when RSX is vertex shader limited is because we are throwing an insane amount of geometry that covers only a few hundred pixels.
I usually don't comment on the work of other ppl are doing on other title that different art, different requirements, etc.
If there is someone overgeneralizing here is not me (and not you either)
I agree that there's a limit to how many polys are needed, but we're not there yet. Sub-pixel polys in areas of high detail also act like an automatic selective supersample where multisampling is inadequate. Yes, this decreases shader efficiency, but there's no other way as the details you want to render simply don't have quad-level parallelism.
I'd be happy to throw all those subpixels polys where it's needed, not just anywhere, thank you
Sorry if I remind you again about this but you were not believing me even when I was telling you that decoupling shadowing computations from other shading operations was a big win due the current quad based architectures in very low pixel/primitive scenarios..current architectures are already very inefficient, too bad I can't quote numbers.
Almost 2 years later Crytek guys publish a paper where they show exactly the same technique..and I guess you believe me now
I've seen a few next gen engines/games on different hw, profiled them and I can tell you that the VAST majority of geometry we throw at the problem goes unnoticed.
So, one last time, my statement is: We really don't need more geometry than this IF WE COULD distribute it in a clever way.
Well, according to you 2-4M is enough, so there's no need to increase poly count. The whole point of his statement is that poly count will indeed increase next gen, thus proving that more polys are needed.
Of course it will increase, more is always better. Though I prefer to see next gen GPUs going towards a different direction.
That's not what he's trying to say. He's asking whether you're optimizing Xenos with as much effort. From what you're describing, you're spending time to increase RSX's speed and if Xenos benefits, then great, but you're never making optimizations specifically for Xenos.
1) I thought some ppl here already wrote that Xenos is so efficient that you really don't need to do much to improve its performance. Anyway..of course I did what I could do, it's not my fault if on RSX ppl have more cards to play. All the optimizations that could have been possibly done on Xenos were already in place (except one, which would affect both platform which is not place right now..)
2) Again it's not my fault (as I did the best I could do..I guess someone better than me can get better performance out of it) ft some piece of hw doesn't exactly live up to expectations.
We heard AA was free..blending was free, 95% efficiency, etc.. (as we heard on RSX about amazing 128 bit HDR and crap like that..)
One last thing: do you think I really care about RSX or Xenos or whatever? I care about getting out the most from anything I'm working on at any given moment.
If I 'defend' RSX is because my personal opinion and experience doesn't match what sometime I read here. How many times we heard that RSX is crap if CELL is not pulling some trick to help it? We heard about RSX having half or a quarter vertex shading perf of Xenos, well...as I already said I think there are already 2 or 3 games on the shelves that kind of disprove these statements , but what do I know?
So how do those statements fit reality? cause it seems to me someone need a reality check here (again, not you).
Marco