Shadermark banding

Nite_Hawk said:
Perhaps I'm going blind? :)

Try some contrast.
Like this:

3dmbanding2.png


Better?
 
Looks like what CSI would draw on the ground if Bart Simpson got murdered.

MuFu.
 
Ilfirin said:
"Right-click, save as, open, zoom in" ;)


I too see what's in question (even with running 3dmark03 on my r300), but it is not clear that it is banding. It could just as easily be other shadows that aren't completely drowned out by the lights (but almost). Anyone with the full version care to run it through the reference rasterizer?

ugh I guess I can do it, but that requires installing the debug DX9 right?
 
No it's definitely not a reflection - you can tell by the way it moves in the test and the fact that it looks like shadow gradient banding not a reflection (lol). Definitely not a diffraction pattern either - the slit between that chick's legs is far too big.

blank.gif


I don't want to make a big thing out of this, I was just curious as to why you can see such things.

MuFu.
 
Lemme check to see if I can see it through a GFFX 5600 + 44.03 drivers.

Edit: Checked it and it is there on the GFFX 5600 too.

ATM I put it down to the type of effects FM implemented on the floor rather than any kind of conspiracy. ;)
 
Mufu:

I picked it out pretty quickly on my LCD here at home (even without the PS shot). On the plus side, it means I'm not going blind. On the bad side, it means that my monitor at work sucks that much more. :)

Anyway, I'm not sure what might be causing that as well. It'd be nice to see it on a different card. Maybe due to low precision?

Nite_Hawk
 
MuFu said:
No it's definitely not a reflection - you can tell by the way it moves in the test and the fact that it looks like shadow gradient banding not a reflection (lol). Definitely not a diffraction pattern either - the slit between that chick's legs is far too big.

blank.gif


I don't want to make a big thing out of this, I was just curious as to why you can see such things.

MuFu.

I've seen this sort of effect before, it just looks to me like a normal result of using several layers of multitexture.

If you are starting with a maximum of only 8 bits of fractional precision in each texture map (could be less in some maps if they are compressed) and you overlay them you will get some banding as the overall calculation precision starts to degrade. Not sure what the shader for the floor is, but it's probably at least something like base texture * bump diffuse + bump specular. The bump calculations possibly involve a normalising look up as well, which won't help the overall precision.

Higher precision pipelines like R300s are great, but you can't magically add extra precision to the original sources.

To get around this sort of effect you really need to source the original texture data at a higher precision (which wasn't really an option in DX8). DX9 improves this with its new high-precision formats.
 
Cheers - yes, I think it is a normal result as well. I noticed it when I first ran 3DMark but didn't bring it up until now for this very reason.

Ante P said:
which frame is it, I can try it on a 5800 with 44.03

900.

MuFu.
 
Looks like floor tiles, to me. Of course, I can't see anything else you might be talking about--so it might be my eyes...;)
 
WaltC said:
Looks like floor tiles, to me. Of course, I can't see anything else you might be talking about--so it might be my eyes...;)

Not even in the contrast and edge-enhanced pictures?!

MuFu.
 
It's much easier to see in motion. I couldn't see it in the pictures until I ran it myself. Then it was very easy to spot.
 
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