http://www.beyond3d.com/forum/viewtopic.php?p=270706#270706Evildeus said:So what's the price of the X800XT? 599$
DaveBaumann said:http://www.beyond3d.com/forum/viewtopic.php?p=270706#270706Evildeus said:So what's the price of the X800XT? 599$
http://www.beyond3d.com/forum/viewtopic.php?p=270706#270706Perhaps they are public prices? don't you think?
991060 said:I dont see why they're unrelated.
You want fp normal map compression, right? OK, since it's compression, how do we save space/bandwidth? We use fewer bits, that's exactly how ERGB works: converting fp16 to int 8 and you're done with a 2:1 ratio.
No i prefer it cheap, then i could afford itgkar1 said:Do you just want it to be expensive so you can have a bone to pick about the card eh?
True, but if I already know the limitation is there, why would I spend time on the un-supported format which requires automatic conversion?Ilfirin said:You said that 3Dc compression could only be applied to normals that were already in integer formats, I said this was a rather arbitrary limitation for ATI to impose (if they are at all) since a normal in either floating-point or integer format could be trivially converted to the other without any user input at all, and it's all going to end up being decompressed to a float anyway. They're all just normals after all.
Do we let the art people creat fp textures and DXTC them after automatic conversion?Ilfirin said:Even if the compressor only worked with integer formats and the driver didn't do automatic conversions, the application supporting 3Dc will just do the conversion itself..... point being - How does any of this in any way affect how useful 3Dc is or say anything at all about 3Dc period?
True.Ilfirin said:All that matters is that:
sizeof(3DcCompress(normal)) < sizeof(normal)
and that 3DcUncompress(3DcCompress(normal)) ~= normal
According to what I know, the 3Dc compressor can only accept input in int8 format, if you can convert fp data into such format without major quality loss, you win. This is how the routine works:Ilfirin said:Whether or not you have to convert 'normal' into the internal format the compressor expects before sending it to the driver is something I'd care about while writing support for the format, but is completely irrelevant in a discussion about the quality of said format.
991060 said:According to what I know, the 3Dc compressor can only accept input in int8 format
Ilfirin said:991060 said:According to what I know, the 3Dc compressor can only accept input in int8 format
EAK! Really?
Can't even use it with R16G16?
DemoCoder said:I don't like the idea of a compression scheme just slipping into the standard unilaterally. That happened with DXTC when it was chosen over VQ methods. The 3D industry needs a JPEG/MPEG-like expert group to define the next best compression formats.
Edit: Link for those interested in the Java3D normal compression technque
First published in Deering, Michael. "Geometry Compression." Computer Graphics Proceedings, Annual Conference Series, 1995, ACM SIGGRAPH, pp 13-19.
Multiresolution representations! but there is still a lot of research to do in this field..DemoCoder said:Anyway, we need compresson formats for HDR data and generalized FP16 formats.
DemoCoder said:I don't like the idea of a compression scheme just slipping into the standard unilaterally.
DemoCoder said:I think Simon might disagree with you, in that, the problems are resolvable, but still yield a better result than DXTC. Anyway, we need compresson formats for HDR data and generalized FP16 formats.
What timezone is that? :| (Oh, and thanks!)PatrickL said:PClabs is now saying that NDA will be lifted 4 May at 15 h. All that speculation will end, before next round