JF_Aidan_Pryde
Regular
A magazine I write for just did an interview with the devs behind STALKER and one of the answers I just got back was very surprising:
I was under the impression that assembly would be much faster? How could this be?
And also this may interest you:
I don't understand why Doom3's shadows wouldn't be 'physically correct'. What could he be referring to?
Thanks.
7. Have your development team experimented with writing shaders in HLSL? How much development time can be cut by using HLSL in the long run? What is the average performance penalty for using HLSL vs. assembly shaders?
Yes, All DX9 render shaders are written with HLSL.
HLSL gave better results in terms of code optimization.
Compared to assembler it is way faster However there were occasional mistakes in compilation.
I was under the impression that assembly would be much faster? How could this be?
And also this may interest you:
1.How is STALKER’s shadow system implemented? Is it unified? How does it compare to Doom 3?
With DirectX 9 renderer we implement fully real-time dynamic lighting, soft (unlike Doom3), physically correct shadows (again unlike Doom3), cast by every object onto every object, along with true per-pixel lighting (Doom3 uses per-texel), 1-3 millions of polygons per frame, etc.
I don't understand why Doom3's shadows wouldn't be 'physically correct'. What could he be referring to?
Thanks.