Teasy said:Maybe in a few months If you want to have a little bet, and make it a serious one I'd be happy to oblige at the start of 2003. We could bet for real this time.. say £1,000,000
JohnH said:Perhaps you could explain why you think these features would be difficult for a TBR ? (They're not).
Is it me, or do many people just seem to assume that any new feature must be difficult on a TBR ?
John.
arjan de lumens said:The problem with N-patches, any other HOS, displacement mapping, is that they, from one input primitive (and a texture, in case of displacement mapping), produce lots and lots of small triangles. Now, hwo do you bin them?
- Directly as higher-order primitives? Then you need to find the set of tiles touched by each primitive and later on tessellate it once for each tile.
- Or as completed, tessellated triangles? Now you need the binning space for perhaps 20-1000 triangles for each incoming primitive, eating lots and lots of memory and bandwidth.
And for the multiple render targets, do you:
- keep 1 tile buffer on-chip for each render target (costs hardware)
- or run the pixel shader program with the multiple targets once for each render target (destroys efficiency)?
Just wondering - what level of programmability will this thing have - DX8, DX9, OpenGL 2.0 or something else entirely?
Teasy said:Just wondering - what level of programmability will this thing have - DX8, DX9, OpenGL 2.0 or something else entirely?
Most likely DX9.1.
Every time I see you post in a PowerVR thread, my sympathetic pain receptors cause me to wince...
Most likely DX9.1.
JohnH said:Think Dave just about summed it up on HOS. Basically the mistake every one keeps making is assuming that binning space is an issue.
John.
Lol...who wants to bet that (assuming Series5 DOES make it to the PC next year, which is a big assumption IMO), that it will NOT be DX 9.1. (Whatever that is, anyway. )