Ruby x800 Real-Time Demo

Did I ever mention how much I love ATI's webhost? Even with this being the day of launch I am currently pulling the two vids at a combined rate of 2.5MB/s.
 
breez said:
Hack it to run on R3XX now!! o_O
Except for 3Dc R3XX should be able to run it no? Couldn't this be emulated/whatever with a possible future version of 3DAnalyzer ?
 
Possibly, possibly not. The shaders might be too long/complex to be able to be used on the Rx3x0 series cards. But it would be something interesting to see
 
thop said:
breez said:
Hack it to run on R3XX now!! o_O
Except for 3Dc R3XX should be able to run it no? Couldn't this be emulated/whatever with a possible future version of 3DAnalyzer ?

Well, a user at Rage3D (Kombatant??) said that this demo would require a lot of texture memory without 3Dc.
 
mreman4k said:
thop said:
breez said:
Hack it to run on R3XX now!! o_O
Except for 3Dc R3XX should be able to run it no? Couldn't this be emulated/whatever with a possible future version of 3DAnalyzer ?

Well, a user at Rage3D (Kombatant??) said that this demo would require a lot of texture memory without 3Dc.

Couldnt you just run in a low resolution like 640x480 to avoid that problem (you probably would be anyway to get acceptable performance)

As Im a complete novice at this kind of thing, could the f-buffer on the 9800 somehow be used to get around the shaders being too long? Not sure how you'd get around the shaders using more temporary registers than the ps2.0 compliant r3xxs have, assuming that is a problem.

Im betting against the demo ever running on the r3xx, but it would be great if it would :)
 
dan2097 said:
As Im a complete novice at this kind of thing, could the f-buffer on the 9800 somehow be used to get around the shaders being too long? Not sure how you'd get around the shaders using more temporary registers than the ps2.0 compliant r3xxs have, assuming that is a problem.


I thought I read in all the blurb about the 9800pro that the fbuffer effectively removed all limits, instructions, textures and registers.
 
Bambers said:
dan2097 said:
As Im a complete novice at this kind of thing, could the f-buffer on the 9800 somehow be used to get around the shaders being too long? Not sure how you'd get around the shaders using more temporary registers than the ps2.0 compliant r3xxs have, assuming that is a problem.


I thought I read in all the blurb about the 9800pro that the fbuffer effectively removed all limits, instructions, textures and registers.

It certainly claims to allow "infinite" instructions, not sure about those other things.

Then again the f buffer still isnt exposed under direct3d I believe (I doubt some sort of opengl wrapper is at all feasible, assuming opengl extensions even supports it :p ). Why is ATI improving the f buffer on the X800 if they still dont seem to have any actual API support for it :? Or maybe the question should be why is there no API support...
 
Ruby Wrapper

http://www.beyond3d.com/forum/viewtopic.php?t=12141&start=14


Ruby Wrapper for the 9500-9800 boards.


Minimum:
128 MB Video Memory
512 MB System Memory


Recommended:
256 MB Video Memory
768 MB System Memory


Notes
=====

This should work for all 128 MB Radeon 9500 and above cards.

A 128 MB card is REQUIRED! It will NOT run on 64 MB cards.

If you have a 128 MB card, you should have your AGP aperture size set to 256 MB. You should also change
resolution to 640x480 and multisampleType to 1 in Sushi.ini.

You 'really' need more than 512 MB of memory to run this other wise speed will probably be terrible, if it runs
at all.

To decrease the size of the shaders so they would work on R300 class card, certain effects are now gone.
These include Depth of Field and many specular highlights. A future version may attempt to put these back in.
 
Ok guys .. someone has to explain me ... Why is it so important the AGP Aperture Size ( And what is it exactly too :oops: ) ?? I tried many times .. 4-5 times to run the Ruby Hacked real time demo .. and it was totally Jerky ( see my system spec in my sign ) and my AGP aperture size was set to 128mb in my bios cause i have ... 128mb on my video card .. any links ?! ... and i tested like the guy said in the readme ... set it up to 256mb .. and the realtime demo works prolly smooth as the X800 Now .... eh boy .. I cant understand. Someone ?

Thx

RainZ
 
AGP aperture sets the amount of system memory the videocard is allowed to "see" to store textures in. It won't neccessarily allocate that much though (it'll only grab as much as needed).
 
Guden Oden said:
AGP aperture sets the amount of system memory the videocard is allowed to "see" to store textures in. It won't neccessarily allocate that much though (it'll only grab as much as needed).

It's with the system memory and not the video memory ? So that's mean it can use upto 256mb on my 1024mb for the textures ?

RainZ
 
Like Guden Oden said AGP aperture sets the amount of system memory the videocard can use for agp textures. However this memory is mapped into ring 0 at boot time and can not be used for other purposes once it's mapped.
 
Enbar said:
Like Guden Oden said AGP aperture sets the amount of system memory the videocard can use for agp textures. However this memory is mapped into ring 0 at boot time and can not be used for other purposes once it's mapped.

So if you have 1GB Ram .. is it a good thing to let the Aperture to 256 ?

RainZ
 
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