Twimtbp & D3d10

Good interview, gives you faith in what Nvidia are doing to help developers.

I hadn't seen that parallax screenshot before, thats by far the best use i've seen of the effect anywhere:

crysis5.jpg
 
For this no dx10 needed, r520 can do parallax occlusion mapping.

Check it out realtime in ATi toyshop demo

Hasn't this point been stressed over and over? What things can Dx10 do that Dx9 couldn't? Oh wait... Now, if the performance is improved over the Dx9 solution then you have something to talk about. But until you can compare them directly then all you have is this pointless "But you don't need Dx10 for that!" that you hear everywhere. Also, just for note: Showing a demo is really the worst way to represent your point, a demo is so far away from a game that its not funny.
 
Purely from a rendering effects to screen perspective, I think it's been stated by several respected developers and/or people "in the know" that any effect that can be generated on a D3D10 interface could also be generated on a D3D9 interface.

The key thing missing of course is the performance overhead involved; where D3D10 could maintain the effect at reasonable performance cost, conceivably D3D9 would be unbearably slow while "emulating" the same effect.

But we should all know this by now :)
 
Yeah, but what they're saying is that for parallax mapping there is no performance penalty at all for doing the effect in DX9 instead of DX10.

There aren't many effects that are dramatically sped up in DX10. I think NVidia's metaballs idea is one of the only things that look like it would be really costly and/or hard to do in DX9.

The geometry shader and tesselation don't seem particularly revolutionary to me in terms of their impact on graphics.
 
I think that the summation effect of minor individual improvements could lead to an advantage of DX10 over DX9, but not something huge unless it`s a construed case. The big thing with DX10 is, IMHO, that it should be cleaner, without the CAPS bits madness(not having to worry that ATi has fetch4 whilst nV has PCF, that ATi has this float format, nV has that etc.), forcing a fairly common playground and easing up the work of developers, with the unification of PS and VS into Shaders also helping. Granted, I haven`t had the chance to properly putz with DX10, but I seem to recall AndyTX being very happy with what DX10 allowed him to do WRT VSM.
 
For this no dx10 needed, r520 can do parallax occlusion mapping.

Check it out realtime in ATi toyshop demo

I wasn't stating anything otherwise, I didn't even mention DX9 or DX10. I was pointing out the use of the technology in Crysis (at least in that screenshot) seems to be far more advanced than anything previously used. Whether it was achieved in DX9 or DX10 is only a useful topic if that particular level of detail could only be done in DX10 (parallax in combination with something else).
 
Doom 3 with the GTX mod has had parralax mapping for ages
http://www.xtreme-lab.net/gtx/gtxd3_f.htm

Say, that mod is nice....That being said, parallax mapping is fairly trivial to implement/achieve. Parallax occlusion mapping(the actually sexy version of the tech) is non-trivial and fairly intensive in terms of requirements. And then you have further evolutions like relief mapping, for example. IMHO, the more complex an algorithm is, the more favourable DX10 coding would/should be for it.
 
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