PowerVR VS 3.0 Demo!!!

61.50, the 61.32 have one big bug(and some small ones), which could cause slow downs when used with the dx9.0c retail runtime.

Thomas
 
Different question: is there anything else being simulated in that demo exept boring tables and ghosts under that cloth? :devilish:
 
tb said:
61.50, the 61.32 have one big bug(and some small ones), which could cause slow downs when used with the dx9.0c retail runtime.

Thomas

61.50? did you find that on the dev site or on a partner sire?
latest I can see is 65.04 but it seems to be an old build
other than that the latest one I can find is 61.41 for IBM laptops
 
Yep looks fine now... guess I'll have to add some caps checks to the source code... add compatibility check on render targets used, add compatibility check on support for vertex texturing for the used format... so much for orthogonal implementations...

K-
 
Kristof said:
so much for orthogonal implementations...

K-

hehehe

why all this work to support a competitors board?

not that I'm complaining, I think it's great that you bother with this
 
Ante P said:
Why all this work to support a competitors board?

not that I'm complaining, I think it's great that you bother with this

I am not planning to make the app NV40 compatible but I do need to make sure its nice and educational (I work for DevRel afterall) and this means I really should have done more caps checking. If I had done a caps check for supported render targets we would have known that R16F was not supported, if I had checked vertex texture compatibility we'd have know that R16G16F was not supported. So I plan to add in both these checks and relevant error messages when I have the time.

K-
 
Kristof said:
Ante P said:
Why all this work to support a competitors board?

not that I'm complaining, I think it's great that you bother with this

I am not planning to make the app NV40 compatible but I do need to make sure its nice and educational (I work for DevRel afterall) and this means I really should have done more caps checking. If I had done a caps check for supported render targets we would have known that R16F was not supported, if I had checked vertex texture compatibility we'd have know that R16G16F was not supported. So I plan to add in both these checks and relevant error messages when I have the time.

K-

ah, cool =)
 
I could provide some of my 6800 GT, which I clocked at ULTRA level 400/550 - If anyone with a X800 could try the Deferrend Shading demo!?

Deferrend Shading: 1600x1200x32 , no AA, no AF, zbuffer 24s8, pure HW device, 32 bit textures, all lights enabled

27 fps (doesn't seem to much GPU limited, because in 512x512 it is running at 28-30 fps)

Cloth Demo(default mode): 1600x1200x32 , no AA, no AF, zbuffer 24s8, pure HW device

110 fps (doesn't seem GPU limited, because in 512x512 it is also running at 110 fps)
 
deferrend shading demo(x800pro,default clock):
1600*1200=15/16fps
1280*960=22/23fps
1024*768=30/31fps
 
Ante P said:
tEd said:
deferrend shading demo(x800pro,default clock):
1600*1200=15/16fps
1280*960=22/23fps
1024*768=30/31fps

could you run at the lowest res available as well?
^

you can forget the results for now. It seems every time i change the resolution i need to re-enable all lights again so the results are not accurate

update:
ok the more accurate results:
640*480=45/46fps
800*600=33/34fps
1024*768=21/22fps
1280*960=16/17fps
1600*1200=12fps
 
tb said:
Cloth Demo(default mode): 1600x1200x32 , no AA, no AF, zbuffer 24s8, pure HW device

110 fps (doesn't seem GPU limited, because in 512x512 it is also running at 110 fps)

Cloth is unlikely to be fillrate limited since it uses a very simple PS for the final scene since else it would run terribly slow on the ref rast and on release that was all that was publically available. The complex PS which does the cloth physics model runs at such a low "fixed" resolution that it unlikely to show up. Its also not that likely to be VS limited unless the vertex texturing is really slow again due to the low number of nodes.

Hence to increase the load (more vertex texturing and more pixels for the complex physics based PS) you would need to either :

- Increase the number of passes per frame (more ping pong renders as part of the physics update)
- Increase the number of noses in the cloth grid, hence more vertices in the cloth thus more PS work for simulating the physics as well.

The second option could make the cloth unstable since the acting forces might become too big if the nodes get closer together... so would require tweaking to avoid an exploding cloth.

Changing the resolution only influences the final display which uses a simple PS which only applies a single filtered texture, nothing fancy at all and thus unlikely to introduce a PS bottleneck.

K-
 
mito said:
Pardon my ignorance: what exactly is PowerVR VS?

PowerVR is a company and VS stands for Vertex Shader, basically its about a tech demo created by PowerVR which uses Vertex Shader Model 3.0

K-
 
tEd said:
Ante P said:
tEd said:
deferrend shading demo(x800pro,default clock):
1600*1200=15/16fps
1280*960=22/23fps
1024*768=30/31fps

could you run at the lowest res available as well?
^

you can forget the results for now. It seems every time i change the resolution i need to re-enable all lights again so the results are not accurate

update:
ok the more accurate results:
640*480=45/46fps
800*600=33/34fps
1024*768=21/22fps
1280*960=16/17fps
1600*1200=12fps

6800 at 400/550:
640x480 = 45 fps
800x600 = 45 fps
1024x768 = 40 fps
1280x960 = 29 fps
1600x1200 = 21 fps
this time I enabled all lights at every resolution.....

Thomas
 
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