Dave H said:"Approximately 250,000 polygons are rendered per frame using 1.1 pixel shaders. With 1.4 pixel shaders this number is lowered to approximately 150,000 due to reduced number of rendering passes." (emphasis mine)
Considering most (but apparently not all in game2) polys undergo two passes with PS1.4 and four with PS1.1, these numbers (along with the 560,000/280,000 numbers for game3) are entirely expected.
If it was 2 and 4 then it would be 15000 000 and 300 000 for 1.4 and 1.1 respectively ie 2 to 1.
No matter what the white paper says 250 000 and 150 000 will always have a 1.66667 ratio so it is not to do with rendering passes unless you can have fractions of rendering passes.
Morris Ital said:Dave H said:"Approximately 250,000 polygons are rendered per frame using 1.1 pixel shaders. With 1.4 pixel shaders this number is lowered to approximately 150,000 due to reduced number of rendering passes." (emphasis mine)
Considering most (but apparently not all in game2) polys undergo two passes with PS1.4 and four with PS1.1, these numbers (along with the 560,000/280,000 numbers for game3) are entirely expected.
If it was 2 and 4 then it would be 15000 000 and 300 000 for 1.4 and 1.1 respectively ie 2 to 1.
No matter what the white paper says 250 000 and 150 000 will always have a 1.66667 ratio so it is not to do with rendering passes unless you can have fractions of rendering passes.
Yes, but as noted by Maverick, with 3 passes for 1.4 vs 5 passes for 1.1 the numbers fit quite nicely.
I don't know enough about how the additional passes work, but could the other reason for it be because the additional passes are only for lighting, and not all geometry needs to be resent for those passes?
Maverick said:Morris Ital said:Am I reading this wrong ?
Yes.
I'm just making these numbers up, but they do fit:
The scene has 50,000 polys.
Using 1.4 shaders, 3 passes are required to achieve the required result. 3 * 50,000 = 150,000.
Using 1.1 shaders, 5 passes are required. 5 * 50,000 = 250,000.
See?
Doomtrooper said:If the hardware doesn't support PS 1.4 there isn't much you can do about it is there. Enough of the PS 1.4 whining, If futuremark inlcuded PS 1.3 then the Geforce 3 folks would be ranting and raving as Pixel Shader 1.1 isn't supported...can't please everyone.
You are all assuming that EVERY POLYGON requires multiple passes. This is probably not the case at all.
Morris Ital said:Doomtrooper said:If the hardware doesn't support PS 1.4 there isn't much you can do about it is there. Enough of the PS 1.4 whining, If futuremark inlcuded PS 1.3 then the Geforce 3 folks would be ranting and raving as Pixel Shader 1.1 isn't supported...can't please everyone.
you miss the point entirely.
I am not whining about 3DM03, I actually paid for the Pro version. What I am asking for is a reason for extra polygons for 1.1 shaders. At present I have not heard a valid reason based on number of passes.
Regadrs
Andy
Nagorak said:What do you want them to do, create a scene with 1/4 the polygons just for a card that has 1.1 pixel shaders?
Ichneumon said:I don't understand what your issue is Morris.
it DOES do more polygons on a 1.1 card... but it isn't like 3dmark goes AHAH! a 1.1 supporting card, we'll make the scene use extra polygons now!
1.1 and 1.4 cards render each scene with the same number of polygons. However, on a 1.1 shader card, some of those polygons must be rendered multiple times per frame because of the additional lighting passes.
Edit: You can see what happens with PS 1.1 and 1.4 on a 9700 from my tests in this thread
That's exactly what is happening. However, when computing the total number of polygons rendered you must count how many times each polygon was rendered. Thus, doing more passes on the same polygons will result in a larger number of total polygons rendered.Morris Ital said:I've stated that I want to know what is the reason why people on hardware sites keep quoting more polygons for 1.1 v 1.4. I thought I'd get a simple answer but no,
Nobody expects the Beyond3d Inquisition
I'd like equal polygons for all and more passes for cards not supporting a more efficient shader, ie 1.4
You'd be correct if the two cards rendered everything at exactly the same rate, which they don't.It might do but then if it is 3 passes for 1.4 and 5 passes for 1.1 then I'd expect roughly 3/5 the performance for a 1.1 GF4 card compared to a 1.4 Radeon and actually I get 1/3-1/4.
Morris Ital said:I agree but the figures given by two sites are 250 000 and 150 000 and that means a fractional numebr of passes. If it was 200 000 and 100 000 then I would agree as it would be two.
Even the sites are confused, if it is down to the number of passes, because they state it as if it was passes AND extra polygons ( read it yourself ! ) .
They state polygons and passes and I am trying to clear it up because if you take them to mean the same thing then the numbers they quote adds up to 4 passes for 1.1 and 1 pass for 1.4 and 250 000 polygons for 1.1 and 150 000 polygons for 1.4 and that does not add up.
Look, I am not trying to defend anyone of say someone is better than another, I am just trying to understand the maths and nobody is coming up with the right mathmatical answer.. yet
I seriously doubt that future games will use single texturing. They may use one texture, do some calulation, then get another texture, and so on, but that's a whole different kettle of fish to single texturing.Hellbinder[CE said:]3. Future games are going to be single texture with PS and VS