Doesn't object level sorting give you nearly the same benefit? Or do render state changes often become a big problem that way?That's why I love z pre passes
Modern GPUs are super fast at that!
Wolfgang Engel said:In June last year I had an idea for a new rendering design. I call it light pre-pass renderer.
The idea is to fill up a Z buffer first and also store normals in a render target. This is like a G-Buffer with normals and Z values ... so compared to a deferred renderer there is no diffuse color, specular color, material index or position data stored in this stage.
Next the light buffer is filled up with light properties. So the idea is to differ between light and material properties. If you look at a simplified light equation for one point light it looks like this:
Color = Ambient + Shadow * Att * (N.L * DiffColor * DiffIntensity * LightColor + R.V^n * SpecColor * SpecIntensity * LightColor)
...
So what you can do is instead of rendering a whole lighting equation for each light into a render target, you render into a 8:8:8:8 render target only the light properties. You have four channels so you can render:
LightColor.r * N.L * Att
LightColor.g * N.L * Att
LightColor.b * N.L * Att
R.V^n * N.L * Att
That means in this setup there is no dedicated specular color ... which is on purpose (you can extend it easily).
....
After all lights are alpha-blended into the light buffer, you switch to forward rendering and reconstruct the lighting equation.
...
This is a direct competitor to the light indexed renderer idea described by Damian Trebilco at Paper .
I have a small example program that compares this approach to a deferred renderer but I have not compared it to Damian's approach. I believe his approach might be more flexible regarding a material system than mine but the Light Pre-Pass renderer does not need to do the indexing. It should even run on a seven year old ATI RADEON 8500 because you only have to do a Z pre-pass and store the normals upfront.
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With the supposed lack of tearing on PS3, I'm wondering if they just left VSync enabled. If that's indeed the case this could serve as nice insight into what people actually prefer - tearing or a touch more juddery fps.
MazingerDUDE said:did some more 200% shots
Mintmaster said:Doesn't object level sorting give you nearly the same benefit? Or do render state changes often become a big problem that way?
These zoomed in shots are useful if you want to figure out perhaps how something works, or what technique they use. It does not reflect though how you see it on screen though and hence, at least I think, is not a good way to pick a better quality version. I'll sound like a broken record and again suggest people to see both versions back to back first hand, it's the only way.
BTW, the actual pixel size of any HDTV should easily be bigger than 2 x zoom shots I provided here (I'm playing the game on 46" LCD TV)
This is very similar to light indexed deferred rendering and to what Drake's fortune does as well (which is even more clever imhio)
Yea I take the recent info as confirmation of the fact - people captured 360 tearing on video/screens, and grandmaster pretty much confirms PS3 is VSynced.joker454 said:That would explain the tearing people apparently only see on 360, and it would explain the stuttery frame rate I see on the PS3 version.
So is the 360 version "patchable" (read: fixable)?
Eurogamer's GTA face-off is now up, complete with the usual galleries (including 1080p), but this time with comparison videos that actually show the difference - one pixel in the vid is one pixel on your display.
The feature has embedded vids at 632x400, but 728x544 versions are also available. All vids were compiled in a totally lossless workflow up until the final h264 encoding (1100kbps at HQ-Insane level using x264 for the larger ones, 900kbps for the smaller ones).
The framerate measurements you've been waiting for are also included
Test One: Game Intro
360: 31.990fps
PS3: 26.460fps
See it on EGTV.
Test Two: Clean Getaway
360: 28.624fps
PS3: 23.452fps
See it on EGTV.
Test Three: Final Destination
360: 35.262fps
PS3: 29.041fps
See it on EGTV.
Test Four: Station Face-Off
360: 26.076fps
PS3: 26.081fps
See it on EGTV.
Test Five: Rigged to Blow
360: 26.712fps
PS3: 23.781fps
See it on EGTV.
Test Six: Ivan the Not So Terrible
360: 33.798fps
PS3: 28.313fps
See it on EGTV.
So, 20% less pixels and upto 18% less frames pr second for the PS3 version. And a 360 version that actually could look even better if the dithering wasn´t applied on purpose.
That my friends is pretty bad on paper. Is this just the PS3 being "sucky" or the developers not being able to cope with the PS3?
The amount of money they'd supposedly spent, I'd have a hard time believing they didn't have adequate resources to optimize the PS3. But really, I think this speaks more to the 360 being the lead platform. If this had been a PS3 exclusive, I think the PS3 results would have been much better, not that they're bad as is.