Next Gen Graphic Effects Are Amazing (Xbox 360, PS3)

Discussion in 'Console Technology' started by Hardknock, Nov 25, 2005.

  1. Guden Oden

    Guden Oden Senior Member
    Legend

    Joined:
    Dec 20, 2003
    Messages:
    6,201
    Likes Received:
    91
    Now, that being said, there are many other effects that need floating point precision other than just lighting of a 3D scene. When people have discovered rendering artifacts in 16-bit floats on various pixel shaders (as opposed to 24, 32), imagine what'll happen on 10-bit buffers, a storage format that is thousands of times coarser than 16.
     
  2. one

    one Unruly Member
    Veteran

    Joined:
    Jul 26, 2004
    Messages:
    4,838
    Likes Received:
    167
    Location:
    Minato-ku, Tokyo
    BTW which Xbox 360 titles are utilizing FP10 HDR?
     
  3. Hardknock

    Veteran

    Joined:
    Jul 11, 2005
    Messages:
    2,203
    Likes Received:
    54
    Titanio? :wink:
     
  4. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    I would PRESUME any X360 title that's using HDR? PGR3? Does Kameo? NBA2K6?
     
  5. Hardknock

    Veteran

    Joined:
    Jul 11, 2005
    Messages:
    2,203
    Likes Received:
    54
    you're making alot of assumptions there Titanio. How do you know MGS4 isn't using some form of FP10 HDR rendering? How do you know that 360 games aren't using some form of FP16 rendering?
     
  6. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Well I think that can be safely assumed seeing as nVidia don't support FP10 on the GPU that MGS demo was running on. But yeah, it's a bit daft to compare demos to launch-games without details of either and try to derive from that whether FP16 looks better than FP10 in the realworld, without actually knowing who's using what data format or even if they're using it optimally.
     
  7. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    It's not supported on Nvidia hardware. If you're doing HDR on NVidia hardware, it's a good bet you're using FP16.

    FP16 HDR isn't supported on Xenos, blending isn't there.

    Getting back to transparency for a second - a 2 bit alpha channel means just 4 "stages" of transparency? Or..?
     
  8. Dave Baumann

    Dave Baumann Gamerscore Wh...
    Moderator Legend

    Joined:
    Jan 29, 2002
    Messages:
    14,090
    Likes Received:
    694
    Location:
    O Canada!
    Nope.

    If you are doing floating point blending then you are using FP16, but that is not the only method of "HDR".
     
  9. Hardknock

    Veteran

    Joined:
    Jul 11, 2005
    Messages:
    2,203
    Likes Received:
    54

    What if Cell is doing the lighting or some other method of HDR is used? While I don't think that's the case, there's so many flaws and holes in this comparision it's not even worth talking about at the moment IMO.
     
  10. !eVo!-X Ant UK

    Banned

    Joined:
    Jul 8, 2005
    Messages:
    568
    Likes Received:
    3
    #170 !eVo!-X Ant UK, Nov 28, 2005
    Last edited by a moderator: Nov 28, 2005
  11. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    I'm not saying it's the only method - your other options are presumably as discussed previously. I'm saying it's the one most likely to be used. If FP16 blending is available to you and the performance is acceptable for your application, you're going to use it, no? Or do you think most PS3 titles using HDR won't use FP16?

    !eVo!-X Ant UK - don't spark a "screenshot war". And don't mistake bloom for HDR. The indoor scenes - the darker scenes - exhibit MGS4's quality far better than that.
     
    #171 Titanio, Nov 28, 2005
    Last edited by a moderator: Nov 28, 2005
  12. !eVo!-X Ant UK

    Banned

    Joined:
    Jul 8, 2005
    Messages:
    568
    Likes Received:
    3
    I dont really to start ANY kind of war as you have already started one.
     
  13. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    A war? This is a discussion. Back and forth posting of screenshots tends to be fruitless. If you really want to post shots, post the best of each, but besides, seeing a game in motion is required nowadays. Anyone can easily go look at these games for themselves if they wish.
     
    #173 Titanio, Nov 28, 2005
    Last edited by a moderator: Nov 28, 2005
  14. !eVo!-X Ant UK

    Banned

    Joined:
    Jul 8, 2005
    Messages:
    568
    Likes Received:
    3
    Kind of like saying one system is doing a lower quality HDR because it does'nt look as good as an other system.
     
  15. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    Technically it is a lower quality. Without looking at any games, FP10 is less precision than FP16, simple as that. The debate then is what differences if any that would imply, and we've been doing reasonably well sofar.

    If people really see value in screenshot analysis, then maybe it is time this was spun off into its own thread. I dunno?
     
    #175 Titanio, Nov 28, 2005
    Last edited by a moderator: Nov 28, 2005
  16. Hardknock

    Veteran

    Joined:
    Jul 11, 2005
    Messages:
    2,203
    Likes Received:
    54
    #176 Hardknock, Nov 28, 2005
    Last edited by a moderator: Nov 28, 2005
  17. Luminescent

    Veteran

    Joined:
    Aug 4, 2002
    Messages:
    1,036
    Likes Received:
    0
    Location:
    Miami, Fl
    So let me get this straight: Xenos cannot blend or AA rendertargets/buffers at FP16 per component precision (per developer confirmation), but it can output to a rendertarget/buffer at FP16. Can it output at FP32 (w/o AA or blending of course)?
     
    #177 Luminescent, Nov 28, 2005
    Last edited by a moderator: Nov 28, 2005
  18. Titanio

    Legend

    Joined:
    Dec 1, 2004
    Messages:
    5,670
    Likes Received:
    51
    To be clear, HDR on X360 is not in question as such. The question is: what's the quality like, how robust is fp10, what are the implications of a 2-bit alpha channel, what are the tradeoffs?

    On that picture though, someone ought to keep their garage doors closed when nuclear bombs are being detonated outside ;)
     
  19. [maven]

    Regular

    Joined:
    Apr 3, 2003
    Messages:
    645
    Likes Received:
    16
    Location:
    DE
    The following render target formats are supported:
    - 8:8:8:8 fixed point with blending
    - 2:10:10:10 fixed point with blending
    - 2:7e3:7e3:7e3 packed floating point with blending (add-only at full rate, other modes at half-rate)
    - 16:16 fixed point with blending
    - 16:16:16:16 fixed point with blending (at half-rate)
    - 16:16 floating point without blending
    - 16:16:16:16 floating point without blending (at half-rate)
    - 32 floating point without blending
    - 32:32 floating point without blending (at half-rate)

    The 32-bit-per-pixel formats all operate at full rate; the 64-bit-per-pixel formats operate at half rate. The 32-bit packed floating-point format supports additive blending (SRC + DEST) at full rate, while other blending modes are half rate.
    Both 2× and 4× multisampling are supported. On resolve, the GPU can downsample multisampled render targets and do format conversion. However, multisample downsampling is limited to blendable target formats.
    The 8:8:8:8 fixed-point format can be gamma corrected using an approximation to the sRGB gamma 2.2 curve to convert from linear light space to gamma space on writes and to convert from gamma space to linear light space on reads.
     
  20. nAo

    nAo Nutella Nutellae
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    4,400
    Likes Received:
    440
    Location:
    San Francisco
    is there anyone that has not still got those docs? :lol:
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...