Ostsol said:Interesting. . . Do you know if the GeforceFX demos using DirectX or OpenGL?
Joe DeFuria said:Well, the GFFX demos use nVidia GL extensions, do they not?
The ATI demos, (at least AFAIK) on the other hand, are DirectX, and SHOULD work on the FX, assuming the FX has DX9 compliant drivers. (I'll have to check, but I believe it has been stated by ATI developers that their demos do not check for specific hardware, and "should" run on any card that meets the required DX level.)
In any case, I think the fact that the FX doesn't run ATI's demos is worth mentioning in any p/review.
Did you try any of the RADEON 8500 demos? (PS 1.4?) They should also work on the GeforceFX.
And that's not possible using PS1.1 or 1.3?Doomtrooper said:Kirk also said a Geforce 4 could run the ATI tech demos running with Ps 1.4 fine and that PS 1.4 wasn't that important.
JF_Aidan_Pryde said:Kirk said you can't do these on the R300, the skin shader exceed R300 instruction count. Also the conditional branches exceed R300 capabilties.
John Reynolds said:JF_Aidan_Pryde said:Kirk said you can't do these on the R300, the skin shader exceed R300 instruction count. Also the conditional branches exceed R300 capabilties.
And that may very well be the case. But how critical is this for consumer software (entertainment or productivity) this year or next?
Sounds like more marketing BS from this guy. R300 should be able to do shaders of any length, if a programmer or compiler broke them down into multiple passes. The only difference would be additional memory bandwidth and vertex processing requirements, but if your shader was over 160 instructions long, performance would almost certainly be bound by fill rate anyway. Someone at SIGGRAPH last year showed a real-time ray-tracing demo running on R300 that executed thousands of shader instructions per pixel.JF_Aidan_Pryde said:Kirk said you can't do these on the R300, the skin shader exceed R300 instruction count. Also the conditional branches exceed R300 capabilties.
GraphixViolence said:Sounds like more marketing BS from this guy. R300 should be able to do shaders of any length, if a programmer or compiler broke them down into multiple passes. The only difference would be additional memory bandwidth and vertex processing requirements, but if your shader was over 160 instructions long, performance would almost certainly be bound by fill rate anyway. Someone at SIGGRAPH last year showed a real-time ray-tracing demo running on R300 that executed thousands of shader instructions per pixel.JF_Aidan_Pryde said:Kirk said you can't do these on the R300, the skin shader exceed R300 instruction count. Also the conditional branches exceed R300 capabilties.
Of course, I doubt that means we will see the NV30 demos running on a R300 any time soon. Especially if it was done in OGL using NVIDIA's extensions.
JF_Aidan_Pryde said:Considering even John Carmack has said he's bumped into the R300 shader length limitations, I wouldn't be surprised if this gives NVIDIA a better position when doing high end CGI work.
JF_Aidan_Pryde said:The NV30 demos live are VERY frigg'in impressive. It's acutally not too hyperbole when they say 'the dawn of cinematic computing'. The aging car in real life looked great, paint peeled off, wood changed colour, rust accumulated etc.
There's also a demo with a camera zooming around and toys being manipulated. Joe made fun before of how we aren't at even toy story level yet well I think we are. This scene with the toys and camera affects had the best post processing (motion blur, depth of field) implementation I've ever seen. I think we are there.
And finally dawn. A bit misleading as the background is like 5 triangles while the entire character, modelled by the same guy who did Aki in FF had a mind bogging 3 million polygons. You couldn't see any edges on her body and the emotions were done extremely well.
Kirk said you can't do these on the R300, the skin shader exceed R300 instruction count. Also the conditional branches exceed R300 capabilties.
John Reynolds said:JF_Aidan_Pryde said:Kirk said you can't do these on the R300, the skin shader exceed R300 instruction count. Also the conditional branches exceed R300 capabilties.
And that may very well be the case. But how critical is this for consumer software (entertainment or productivity) this year or next?