No.AAlcHemY said:Is this 'the big thing' some people were *COUGHING* about?
Deano, thank you!
No.AAlcHemY said:Is this 'the big thing' some people were *COUGHING* about?
DaveBaumann said:My understanding is that this uses hardware registers and and few other thing, but is software assisted (althought that may be the case for a normal implementation - I don't know). It should benefit any R300/R420 based hardware if its coded for, however as its primary task is to remove some of the CPU overhead with vertex batches, so you are going to see the benefits more on higher end boards.
DemoCoder said:I think MS must have made a conscious decision that SM3.0 = orthogonal FP support (blending, filtering, etc) + instancing, etc.
DeanoC said:They start bundling completely unrelated features because even though there called shader models there really now just grades of hardware.
Humus said:For many apps you can just check the OpenGL version, and if you have say 1.5 you have a large package of features you can use. But if you want more precise details, you can query the extensions, and if you want even more detail, query the capabilities within the extensions.
jvd said:eh. I will get doom3 but its no biggy if i can only get 60fps
Pete said:BTW, does anyone care to reply to my second question, whether this nV demo was purposefully "badly" coded (very high frequency?) to exaggerate instancing's improvement? I mean, do X800s and 6800s really drop down to 4fps rendering a bunch of rocks?
Drawing each rock individually would result in a CPU limitation, so yeah I'd say that the comparison is valid. Of course, no developer in their right mind would code a game that drew that many objects individually. They'd used other alternatives. . . like instancing.Pete said:BTW, does anyone care to reply to my second question, whether this nV demo was purposefully "badly" coded (very high frequency?) to exaggerate instancing's improvement? I mean, do X800s and 6800s really drop down to 4fps rendering a bunch of rocks?
I would assume they are implying the same thing: the vertex stream frequency allows you to do geometry instancing (and other things for that matter).Pete said:Great discussion, guys. Keep it up.
Dave, when you say "vertex stream frequency/geometry instancing," do you mean they're two different terms for the same thing, or just two different but important VS improvements in terms of CPU usage? They sound different at face value, but I'm guessing they're not?
Johnny Watson said:jvd said:eh. I will get doom3 but its no biggy if i can only get 60fps
The game is clamped at 60 fps to prevent synching errors that were present in Quake 3, so that's the highest anyone will get.
(Yes, I know the benchmarks go higher than 60, but the benchmarks aren't the game)
Pete said:BTW, does anyone care to reply to my second question, whether this nV demo was purposefully "badly" coded (very high frequency?) to exaggerate instancing's improvement? I mean, do X800s and 6800s really drop down to 4fps rendering a bunch of rocks?
Johnny Watson said:jvd said:eh. I will get doom3 but its no biggy if i can only get 60fps
The game is clamped at 60 fps to prevent synching errors that were present in Quake 3, so that's the highest anyone will get.
(Yes, I know the benchmarks go higher than 60, but the benchmarks aren't the game)
I would assume they are implying the same thing: the vertex stream frequency allows you to do geometry instancing (and other things for that matter).Pete said:Great discussion, guys. Keep it up.
Dave, when you say "vertex stream frequency/geometry instancing," do you mean they're two different terms for the same thing, or just two different but important VS improvements in terms of CPU usage? They sound different at face value, but I'm guessing they're not?
Rendering a nude beachjvd said:So what else is instancing good for beisdes rocks , trees and grass ?
Scott_Arm said:I find it strange that instancing is only being added to specs now .... you'd think this would have been an obviously beneficial technology early on. So many games repeat geometry.