How many texture layers can RSX do???

Any one have any ideas?? Wont more of these make the graphics more pretty??? And do they leach performance alot??

Sounds silly, but any help would be great..thnx
 
!eVo!-X Ant UK said:
Any one have any ideas?? Wont more of these make the graphics more pretty??? And do they leach performance alot??

Sounds silly, but any help would be great..thnx

So far 10 texture pass is being used in Lair, if I remember correctly.
 
16 textures per pass... same as XENOS as well as the Geforce 7800 series/Radeon x1800 series and previous generation video cards from ATI and nVidia (Geforce 6800/Radeon x800 series).

Only main difference is that the texture units on the Geforce architecture is coupled to a pixel shader unit while they are not in the Radeon/XENOS architecture and the fact in XENOS as well as the Radeon x1000 series the texture units are now seperate from the pixel pipelines and are their own texture pipelines now.
 
The GameMaster said:
Only main difference is that the texture units on the Geforce architecture is coupled to a pixel shader unit while they are not in the Radeon/XENOS architecture and the fact in XENOS as well as the Radeon x1000 series the texture units are now seperate from the pixel pipelines and are their own texture pipelines now.


Probably a simple question, but what are the implications of separation? And what are the advantages or disadvantages to each design?
 
Alstrong said:
Probably a simple question, but what are the implications of separation? And what are the advantages or disadvantages to each design?

It means that shading alus and texture units are totally disjoint, and mind their own business. They won't interfere with one another. You could look at in two ways - 1) it's a clever way to ensure shader alus are never occupied with texture addressing etc. or 2) using alus that do both is a good investment of silicon (versus spending more silicon on seperate units). These things also need to be considered in context - perhaps including that of the cache setup, and also, of course, the type of code you're running on the chip (longer more compute intensive shaders, for example, would have proportionately fewer texture accesses - is that a growing trend? etc. etc.).
 
How many textures are acutally used though? I'd have thought 5 or 6 is about as many as you'd need in the main, 8 for something complex. 16 sounds like overkill to me.
 
Lots of games use shadow maps still, and will in fact continue to for the foreseeable future. Color textures will continue to be in use even longer, then there's the various additional layers that are becoming more common including detail and bump maps, and so on... Even without much in the way of pixel shading there can still be a lot of multitexturing in a modern game. Perhaps even more than in the past.
 
Shifty Geezer said:
How many textures are acutally used though? I'd have thought 5 or 6 is about as many as you'd need in the main, 8 for something complex. 16 sounds like overkill to me.

As mentioned above, a Gamasutra article suggested Factor5 are using "over ten" texture layers on their characters in Lair, so I guess they're happy the limit is closer to 16.
 
You might find that the 16 number is a DX limitation, rather than a hardware limit. The place to look would be NVIDIA's OpenGL fragment shader extension specific to NV40/G70 to see if it can support greater than 16, as this would map closer to the hardware capabilities than any limitations imposed by DX.
 
OT - I noticed I lost some reputatiohn points with my last comments, I appologize... my reason for getting upset is because too often I'm seeing what seems to be technical minded people existing for the sake of pushing their biases on less technically minded individuals... I't smells of viral marketing... to me anyway...

Anyway.. I appologize Gamemaster... don't mean to single you out, though it may look that way.
 
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