GDC05 presentations from ATI

I like how everyone flips out and comments on the fact that someone may have something that they can't talk about, but when someone posts some informative with actual facts it gets no love.
 
squarewithin said:
I like how everyone flips out and comments on the fact that someone may have something that they can't talk about, but when someone posts some informative with actual facts it gets no love.
heh... thanx for the heads up tEd :) ..
 
in page 7 of the SM3.0 paper, ATi said VS3.0 and PS3.0 must be used together. Is that true in recent release of DX? Last time I checked(maybe summer update 2004), MS fixed the problem when using VS3.0 and lower version PS together.
 
I still admire Alex Evans (to quote Mark Healey (Lionhead graphics artist): "he has a brain the size of a planet, and is incredibly creative, too"). His presentation has some very nifty ideas (not all of which are immediately applicable to games). Especially the handmade illustrations are pretty. :)
 
I hearby decree that all persons who have signed an ATi NDA pertaining to upcoming product releases are now free of them and may speak at will, preferrably in a thread right here on B3d.

(Interested ATi legal personnel who might wish to see my credentials may contact me at the following address:

Dr. No
Destroyed Bauxite Mine
Crab Key
Jamaica 747-F111*

*When writing, don't forget to ask for our free color brochure illustrating our latest Missile Toppling Systems!

Thank you.)



Ok, guys, you heard the man--spill it!--DaveB.
 
Wow that far cry paper is interesting:

Code:
const float4x4 cMatViewProj;
const float4 cPackedInstanceData[ numInstances ];
float4x4 matWorld;
float4x4 matMVP;
int i = IN.InstanceIndex;

matWorld[ 0 ] = float4( cPackedInstanceData[ i ].w, 0, 0, cPackedInstanceData[ i ].x );
matWorld[ 1 ] = float4( 0, cPackedInstanceData[ i ].w, 0, cPackedInstanceData[ i ].y );
matWorld[ 2 ] = float4( 0, 0, cPackedInstanceData[ i ].w, cPackedInstanceData[ i ].z );
matWorld[ 3 ] = float4( 0, 0, 0, 1 );
matMVP = mul( cMatViewProj, matWorld );
OUT.HPosition = mul( matMVP, IN.Position );

should be:

Code:
const float4x4 cMatViewProj;
const float4 cPackedInstanceData[ numInstances ];
int i = IN.InstanceIndex;

IN.Position.xyz = IN.Position.xyz * cPackedInstanceData[ i ].w + cPackedInstanceData[ i ].xyz;
OUT.HPosition = mul( cMatViewProj, IN.Position );

The latter one is easier to type, the shader is shorter and it runs faster.
It's a good way to show the world how to write shader code... :rolleyes:
 
"Thirsty graphics cards want more ALU operations (and they can handle them!)"

Hmm, maybe she's already got her hands on R520...

Jawed
 
Jawed said:
"Thirsty graphics cards want more ALU operations (and they can handle them!)"

Hmm, maybe she's already got her hands on R520...
Don't know if that's necessary. It's kind of obvious. I mean, if you are limited in memory bandwidth, as is sure to happen more and more, then more ALU ops are your friend.
 
Jawed said:
"Thirsty graphics cards want more ALU operations (and they can handle them!)"

Hmm, maybe she's already got her hands on R520...

Jawed

Yes she has , not a surprise though

The presentations are now also available as a video stream which is kinda nice
 
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