Joe DeFuria
Legend
BRiT said:AlphaWolf said:Everything is relative.
Only in the southern states...
Oh my god...LOL
Thanks...I needed a good laugh today.
BRiT said:AlphaWolf said:Everything is relative.
Only in the southern states...
Bjorn said:davepermen said:but even so, they only added features. how you can use them for performance, i don't know, in case of vs.
Dynamic branching ?
lyme said:Bjorn said:davepermen said:but even so, they only added features. how you can use them for performance, i don't know, in case of vs.
Dynamic branching ?
Here's a explination of what static/dynamic branching is:
http://msdn.microsoft.com/library/default.asp?url=/nhp/Default.asp?contentid=28000410
..
Bjorn said:lyme said:Bjorn said:davepermen said:but even so, they only added features. how you can use them for performance, i don't know, in case of vs.
Dynamic branching ?
Here's a explination of what static/dynamic branching is:
http://msdn.microsoft.com/library/default.asp?url=/nhp/Default.asp?contentid=28000410
..
Thanks for the explanation but i already had a good idea of what it is. I was just interested to hear if davepermen didn't consider that to be a feature that could add performance.
DaveBaumann said:Isn't this also the case for the vast minority of NV hardware being sold currently...
vb said:DaveBaumann said:Isn't this also the case for the vast minority of NV hardware being sold currently...
I was under the impression that NV didn't have any SM2.0 hardware up until NV40.
Was I wrong?
max-pain said:
Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for three shadow techniques:
- Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
- Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
- Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
Depends on if it's exposed in Direct3D (I think it's the EXT_depth_bounds_test extension, in OpenGL). If it is, then I'm sure Epic will use it -- as it is definitely quite useful.Bjorn said:I wonder where NVidias UltraShadow technology will fit in. Will it be usable here or probably a Doom 3 engine only feature ? (that of course depends on what other developers are doing)
No, MSAA can be used on render targets, but not textures. You can, however, copy the contents of an MSAA'ed buffer to a texture.DemoCoder said:However, even without the z-scissor, the shadow buffer algorithms in UE3 will be accelerated by the 32x0 mode which uses 16x supersamping to achieve softshadows. MSAA can't be used on render targets, so other cards will be forced to run it at that non-AA stencil fillrate.
# 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
You mean IHVs fighting it out with MS or each other? I think in one of the GDC2004 presentations ATI did mention something about EXT_depth_bounds_test. . . It seems they really like the idea -- and that the extension is EXT and not a proprietary NV is very encouraging indeed.DemoCoder said:A generalization of the scissor test to Z coordinate makes perfect sense and is cheap to implement, but MS's adoption of it depends on IHVs fighting it out.
Some guesses:Laa-Yosh said:Okay, so can anybody sum up the shadowing in UE3?
It seems to have precalculated irradiance stuff for static geometry, depth maps for cast shadows by dynamic objects, and volumetric shadows for self-shadowing dynamic objects, right? What's the reason to mix these three, wouldn't it make the system overly complicated and the visuals look silly?
Ante P said:Diplo said:If you search around the net you can find some unofficial shakey-cam footage which looks absolutely amazing - miles ahead of any other engine I've seen. However, Tim Sweeney has stated that games based around the engine won't appear until at least 2006...
Actually from what I understood by what Mark Rein said it was rather "the next Unreal game based on UnrealEngine3 won't be here 'til 2006" but that it was very possible that other games using the engine would surface earlier.