aaronspink
Veteran
Good point, guess no fancy effects for us AMD plebians. Hopefully someday down the line they will consider an OpenCL version of the effects as well?
wonder why they didn't use CS or openCL?
Good point, guess no fancy effects for us AMD plebians. Hopefully someday down the line they will consider an OpenCL version of the effects as well?
wonder why they didn't use CS or openCL?
I think at least the water algorithm is owned by NVIDIA.
Glad to see it's not just me having the lock-ups.
That would kill any future hopes as well really. I doubt any management would fork out extra cash to develop an alternative for non-nvidia cards post release.
The demo shows a real-time simulated ocean under twilight lighting condition. To obtain good looking wave crests, a rather large height field has to be employed. With Microsoft's newly introduced DirectX Compute Shader we can efficiently perform FFT on GPU, thus greatly improve the performance and image quality. The water surface is mainly modeled after Jerry Tessendorf's statistic method described in the paper "Simulating Ocean Water", which is one of the most popular techniques used for water effect in todays games. Although the algorithm itself is capable of producing visually impressive result from a presumed statistic model (Phillips spectrum), previous implementations are often limited to a relatively small height field, e.g. 64x64 or 128x128, due to the slow FFT code path on CPU. For example, the demo shown here executes three 512x512 Fourier transforms on a per frame basis. On a GTX280, the transforms can be finished within 2 milliseconds.
Yes, and its all Humus's fault....
Just found out that having a secondary nVidia physX card with an ATi as the display won't do anything with this demo, CUDA and physX ain't the same thing.
Am I missing it or is there no benchmark with the demo?
I haven't updated drivers in a couple months, will definitely do that when I get back to the comp.
So here's a question, what caused you guys to do such heavy steam integration?
Steam imo is doing a lot for PC gaming, more developers should move to it.
Well, the decision to go down the Steam route came from Eidos, but I fully support it and I implemented most of it. Steam is player friendly and provides a pretty complete "platform" comparable to what's on the consoles. It also has some very useful tools like the crash report system, auto-patching, overlay UI chat and all kinds of fancy stuff.