There was meaning, at least to the glass of water with the candle floating in it...kemosabe said:Ummm, how's this for meaningless?
There was meaning, at least to the glass of water with the candle floating in it...kemosabe said:Ummm, how's this for meaningless?
Broken architectures don't happen often. Counting on another one, well, doesn't make sense.rwolf said:Not always true. R300 vs FX5800 comes to mind. More features or more advanced designs don't always pan out.
Chalnoth said:Broken architectures don't happen often. Counting on another one, well, doesn't make sense.rwolf said:Not always true. R300 vs FX5800 comes to mind. More features or more advanced designs don't always pan out.
DaveBaumann said:There was meaning, at least to the glass of water with the candle floating in it...kemosabe said:Ummm, how's this for meaningless?
Well, buggy hardware happens....but hardware that is unfixable is rare._xxx_ said:There are always failures, we just don't ever get to see them. Think of PureVideo? I guess there are at least ten major workarounds in SW for the broken HW in every chip generation.
DaveBaumann said:Mendel said:So I've been informed that playstation 3 uses primarily opengl ES and therefore my talks of it supporting shader model 3 prove to be a bit funny
Being OpenGL it'll still have an extension mechanism and NVIDIA are said to be providing Cg for the HLSL tool, so there are probably just going NV vertex and fragment extensions tailored to the part.
Chalnoth said:While GLSL may also be supported, it just makes much more sense to use Cg for console development (since there's more access direct access to the compiler, and lower-level optimizations are possible).
IMO, SM3 will be very important. SM4 will "suffer" (less enthusiastic software support) because of SM3. SM2 will probably just ultimately vanish. Seems logical to me anyway.Mendel said:Both the xbox 2 and playstation 3 will support shader model 3 , (edit: or similar features, whatever the api)
Does this mean, while games are ported from one console to the other and to the pc and vice versa, that developers will be concentrating their efforts to support pixel and vertex shader 3 rendering and will this greatly reduce the importance of shader model 2 and its derivatives in development?
That may well be, but GLSL doesn't offer the option to examine the compiled code, so it'd be rather unoptimal for a console (by contrast, I think GLSL's near-perfect for PC development...the only thing it's missing is compiled object files, such that one can allow the drivers to take a long time in shader compiling, and just cache compiled shaders).PeterAce said:I was under the impression that the GLSLang compiler in the NV drivers was a version of the CG compiler.
You don't know what? The specs of the next-gen consoles, the sales of the next-gen consoles or the developer software support for these next-gen consoles?DaveBaumann said:We don't know exactly where the consoles will fall and at the moment
Chalnoth said:That may well be, but GLSL doesn't offer the option to examine the compiled code, so it'd be rather unoptimal for a console (by contrast, I think GLSL's near-perfect for PC development...the only thing it's missing is compiled object files, such that one can allow the drivers to take a long time in shader compiling, and just cache compiled shaders).
Reverend said:You don't know what? The specs of the next-gen consoles, the sales of the next-gen consoles or the developer software support for these next-gen consoles?
Chalnoth said:X-Box 2 should be based on next-generation technology, not SM2 or even SM3 (same with the PS3 core).
Well, from how little was said about it in the notes, that's hardly heartening.Sigma said:Compiled object files are on their way... http://www.opengl.org/about/arb/notes/meeting_note_2004-12-07.html#ogl21