Well, I'm not from ATI (duh) but I can say with certainty that the R300 only supports "DX9 DM" with pre-sampled displacement maps.Democoder said:Can't any of the ATI employees here comment on the real deal? Is DM switched off in the ATI DX9 drivers because it isn't implemented yet, or because the hardware only supports pre-sampled displacement maps?
Using vertex shader, the Xvox demo : http://users.belgacom.net/gc610902/Democoder said:Like I said, as far as I know, there exists not a single demo demonstrating DM on either DX9 refrast or on the Radeon9700 using any API.
Reverend said:Using vertex shader, the Xvox demo : http://users.belgacom.net/gc610902/
BoddoZerg said:Reverend said:Using vertex shader, the Xvox demo : http://users.belgacom.net/gc610902/
So if Displacement Mapping can be done on any DX8 class hardware, then whats the advantage of Parhelia-style DM?
Ryu Connor said:To my understanding the Matrox Parhelia drivers have all their HOS support disabled. No DM, no N-Patches, etc.
tb said:Update from NVIDIA:
We will update the documents to describe in more detail what the GeForce FX can do. The GeForce FX does not support displaced npatches, but it does allow rendering to a floating point texture that can then be used to
displace or modify vertex positions.
-Doug
Bambers said:Well the 9700 tech demo ( http://mirror.ati.com/vortal/r300/educational/main.html ) on atis site has slides for both continuous/adaptive tesselation and displacement mapping. Doesn't that mean it can add verticies or is that done in software?
Crusher said:WaltC said:a lot of 3D games don't have a lot of collisions going on (CRPG's, adventures, etc.)
Space and flight sims would be about the only games I can think of with a minimal ammount of collision detection. I can't remember the last time I played a RPG and I was able to walk through walls. In fact, I think a lot of games need more collision detection than they have. I recall multiple times where I fell through the ground in Hidden and Dangerous, for example, and I believe it's due to a poor collision detection algorithm, as there don't appear to be visible gaps in the terrain itself.
incandescent said:thats the n-patch implementation.
A manager at ATI told me. There is no way for adaptive tesselation on the R300. As mentioned, it is a hardware limitation. And yes, VS2.0 can do this.DemoCoder said:Rev, any source? If true, this means that the R300 doesn't have a texture sampler in the tesselator/vertex shader and can't do Matrox style DM, meaning it can't sample a texture map and adaptively tesselate a polygon.
All it can do is apply a pre-sampled map, but this can be done by any card.
Er, didn't I already clarify this? Again, R300 can only support pre-sampled displacement maps.Democoder said:But DX9 is quite clear that pre-sampling means no adaptive tesselation. So what method does the R300 support? OGL Guy? Anyone?