Chalnoth said:For Radeons, I assume?
Yeah. I saw a slight difference though to be honest, not entirely sure why, but it was just a couple of percent.
Chalnoth said:For Radeons, I assume?
cho said:i am interesting what fp16 hdr card in your hands
Chalnoth said:There's no way to enable via software the selective supersampling that nVidia offers.
Replace bilinear with any other filtering mechanism say sinc and you will still get errors because of the maths rather then the failures in the filtering method.Humus said:Not really. It's not going to be 100% equivalent to what a bilinear filter would return on FP16, but that's not the point either. A bilinear filter isn't the most optimal way to reconstruct the underlying signal from the samples, so comparing error to that isn't that useful.
If they can't do it for the full screen how is it any more likely they can do it per triangle?Kombatant said:What makes you so certain?
bloodbob said:Replace bilinear with any other filtering mechanism say sinc and you will still get errors because of the maths rather then the failures in the filtering method.
Because it requires a change in how pixels are generated for shading. If the support isn't there now, it's exceedingly unlikely that new drivers could possibly add the support.Kombatant said:What makes you so certain?
Perhaps, if flow control is free, but even then I'd wager to guess that a hardware-accelerated form would be a fair amount faster.Humus said:For a ps3.0 card, the selective supersampling is a pretty pointless feature anyway. You can achieve the same thing with much more fine grained control from the application side by simply using flow control and derivates.
Chalnoth said:Because it requires a change in how pixels are generated for shading. If the support isn't there now, it's exceedingly unlikely that new drivers could possibly add the support.
Humus said:For a ps3.0 card, the selective supersampling is a pretty pointless feature anyway. You can achieve the same thing with much more fine grained control from the application side by simply using flow control and derivates.
I was thinking the same thing. However, Humus' version is more amenable to filtering, since the "mantissa" of the dominant colour component(s) will be at or near 1.0 throughout gradients. Using a bilinear filter on true RGBE textures may be a bit funky.davepermen said:humus, what you created is sort of RGBE16, isn't it? the normal spec for RGBE is 8bit per component, and yours is 16.. but else, it sounds like it's equal..
DemoCoder said:That assumes developers write shaders which don't alias, but most games today *aren't* PS3.0 games and even bleeding edge games don't dedicated spare GPU cycles to eliminating aliasing. The fact is, selective supersampling is damn useful for current games, so I'd say that "pointless" is a pretty harsh statement.
Chalnoth said:Perhaps, if flow control is free, but even then I'd wager to guess that a hardware-accelerated form would be a fair amount faster.
Well, right, hence my statements after what you quoted. That is to say, when doing supersampling many of the computations can realistically be made at very low precision, such as subsample position computation and sample weighting. So it'd be far more efficient to leverage the existing multisample hardware to do these computations.Humus said:Only in naive cases where you translate it directly. In the majority of the cases, you only need to supersample a subset of the computations. Say for instance you have a lighting computation, maybe the specular component introduces some aliasing, but the diffuse, ambient, lightmap, some shadow mask projection etc does not. In that case, you only need to supersample the specular part and do the rest only once per pixel, which would be a helluva lot faster than supersampling the entire shader, even with special hardware support.
davepermen said:humus, what you created is sort of RGBE16, isn't it? the normal spec for RGBE is 8bit per component, and yours is 16.. but else, it sounds like it's equal..
Chalnoth said:Well, right, hence my statements after what you quoted. That is to say, when doing supersampling many of the computations can realistically be made at very low precision, such as subsample position computation and sample weighting. So it'd be far more efficient to leverage the existing multisample hardware to do these computations.
Well, I just felt that it'd be nice to have access to the existing fixed-function hardware within the pipeline. Would also be nice for texture filtering, so that you could, for example, do anisotropic texture filtering on the result of specular lighting off of a bump map.Humus said:Ah, I'm a bit too quick this morning. I see what you say now. Well, I'm not sure how easy that would be to implement, but it feels more like squeezing in more fixed function inside a programmable pipeline to do something you can already do programmatically, so I'm not quite convinced that it's worth it.
Unknown Soldier said:Awesome work Humus. You're the Man!!
So when will we R3xx and R4xx owners see the advantage of this in the drivers?
Thx
US