pascal said:GF4MX = GF2 on steroids
Xmas said:There's one reason why I don't think it's a deferred renderer.
Quote from What comes after 4? from NVidia
They wouldn't recommend something like this if their upcoming architecture wouldn't benefit from it.Yes so...
• Consider laying down the Z buffer first
• Draw your objects into front-to-back order
• But this isn’t a per-poly sort...
• This allows you to minimise the overall cost by not spending time on unseen pixels
Isn’t Renderman shading slow?
• Yes so...
• Consider laying down the Z buffer first
• Draw your objects into front-to-back order
• But this isn’t a per-poly sort...
• This allows you to minimise the overall cost by
not spending time on unseen pixels
• But this means you pass all the vertex data thru
the GPU twice per frame
• And that means you need very fast vertex engines
It doesn't exclude anything, but if NV30 is going to be a TBR you wouldn't read that stuff on their paper for sure.demalion said:In any case, I fail to see, at this point why the above phrasing excludes any form of deferred rendering...except perhaps that they mention a Z-buffer...is it just that there is no way that term would be used for any deferred rendering system? If so, is there room for them to call it a Z-buffer, programmers to treat it is a Z-buffer, but for it to be implemented in a way that wouldn't preclude deferred rendering?
nAo said:It doesn't exclude anything, but if NV30 is going to be a TBR you wouldn't read that stuff on their paper for sure.demalion said:In any case, I fail to see, at this point why the above phrasing excludes any form of deferred rendering...except perhaps that they mention a Z-buffer...is it just that there is no way that term would be used for any deferred rendering system? If so, is there room for them to call it a Z-buffer, programmers to treat it is a Z-buffer, but for it to be implemented in a way that wouldn't preclude deferred rendering?
That technique could be called a defferred rendering software driven..and even if Nvidia could optmize NV30 to handle it you have to retransform the geometry twice at least.
And that little bird also told me they aren't going to save all the transformed geometry in some off/on chip buffer.
ciao,
Marco
Xmas said:They wouldn't recommend something like this if their upcoming architecture wouldn't benefit from it.
demalion said:Why couldn't a deferred renderer do this? I do recall something about the ImgTech implementation suffering from sorted front to back order, but why would every deferred renderer implementation suffer? My understanding of what constitutes deferred rendering is a bit hazy (and there is no glossary explanation, hint hint ).
Ailuros said:Chalnoth,
Aren't you taking under consideration only current available TBR sollutions?
Some (DaveB) have argued that these problems are solvable through things like geometry compression. Personally, I don't see why post-transform geometry should be any more compressible than a z-buffer, and I find it rather certain that at this point in time, geometry rates are going to be increasing much faster than fillrate.
archie4oz said:You could look into meshify algorithms (I've done some on the PS2, getting as low as .06 to 0.7 verts/tri per mesh patch). With the those sort of ratios you're looking at a 200,000 poly scene consuming only 600KB...
There's also the possibility of using the concept of a primitive processer inversed to pack and unpack data, basically using a variation of the meshify techniques to quantize objects in the scene and store it as a procedural description to run when the setup engine makes a request. But that's kinda WAAAAY out there in terms of feasablity (and perhaps necessity) with the rate of progression with today's hardware.
Zap said:i myself know several people who would just go and buy whatever is best, and leave it at that... So their will be some definite market for the R300 in the next few months.
Although i'm not sure what the planned release date is yet, things will REALLY start cranking up with the cards when UT2003 and Doom 3 come out. As i said, i have no clue on the release dates for these, but if it's anytime before the NV30, you can expect to see a good raise in the sale of the R300, considering people such as myself with a crappy GF2 MX are gonna wanna go big for the big games
Did you mean .6 to .7?
are you only considering vertex position data, or all other vertex attributes? (Like texture alignment, normals, lighting value, etc.).
Yes, and no pixel shader or support for 4 textures in a single pass tooRussSchultz said:pascal said:GF4MX = GF2 on steroids
What? Its got small testicles?