You might want to examine the target audience for much of Humus' demos. They're really more meant for people like those at Beyond3D, who are interested in the possibilities the various technologies are able to provide and the different ways in which this can be accomplished. They're not necessarily meant for the average gamer who simply cares about the results and couldn't care less about how it's done.Ruined said:digitalwanderer said:I can not believe the amount of attacks a man gets for sharing some knowledge around here anymore.
I don't mind the knowledge, I think its just being presented in a misleading way and could be getting people's hopes up for something that very well (likely) might not follow through in real life games. Also, an ATI employee making statements like "nvidia is pwned," "raining on nvidias parade," and the fact that both of his recent demos do not work properly on Nvidia cards. Seems more like FUD to me, to attempt to detract from SM3.0. And now that Humus works for ATI, no matter what he or anyone else says, that makes him biased towards them.
I recall previous demo that Humus made that rendered relecting ripples in water. There were a few people who bashed it saying that it was nothing new and was an effect that could be done by a Geforce 2. However, they missed the entire point of the demo. The point was to show that the effect could be done almost entirely in pixel shaders. It was a different way of doing things and that's what made it interesting.
The same thing goes for this demo. It shows a different method for achieving that same effect that another technology is being specifically marketted for. Of course, like all things in game development, just because there are other methods does not mean they will be used by the developers. It's just a fact of life that people have to deal with. However, this demo shows that just because a piece of hardware does not support a technology (dynamic branching), it doesn't mean that there aren't other methods that achieve the same ultimate goal.