cthellis42 said:Hrm... Well then, Uttar, I bet you don't know ANYTHING about R420! Hah!
(Go, reverse psychology, go!)
Well, from what I've heard OEM's already have it. Although, its a completely different R420 to the one we'll see!
cthellis42 said:Hrm... Well then, Uttar, I bet you don't know ANYTHING about R420! Hah!
(Go, reverse psychology, go!)
DaveBaumann said:Well, from what I've heard OEM's already have it. Although, its a completely different R420 to the one we'll see!
cthellis42 said:Hrm... Well then, Uttar, I bet you don't know ANYTHING about R420! Hah!
(Go, reverse psychology, go!)
Gunhead said:Ah, but in that link, the V-Station Pro scales to 120 million gates. Typically a gate for logic takes 5-7 transistors, so the box is capable of simulating about 700+ M transistors of logic... More than enough for anything up Nvidia's sleeve!
Hanners said:DaveBaumann said:Well, from what I've heard OEM's already have it. Although, its a completely different R420 to the one we'll see!
How does that work then? Why show OEMs something different to the finished product?
Xmas said:At least HOS and tessellation in several flavors may be supported, but no programmability. That will be restricted to OpenGLBrimstone said:How will programers utilize the PPP? I thought it was impossible with DX 9?
If it's in, it's probably rather limited, like a "first try" anyway.
If it is able to calculate shadow volumes, and if it is fast enough, then probably yes. But that may require a special data format to feed it, and even if all the ifs turn out the right way, I don't think it will make its way into Doom3.Brimstone said:So in theory, John Carmack of ID software, with Doom 3 could take advantage of a PPP because since he is using Open GL? Would a PPP present any major advantages for the rendering approach Doom 3 uses?
Xmas said:If it is able to calculate shadow volumes, and if it is fast enough, then probably yes. But that may require a special data format to feed it, and even if all the ifs turn out the right way, I don't think it will make its way into Doom3.Brimstone said:So in theory, John Carmack of ID software, with Doom 3 could take advantage of a PPP because since he is using Open GL? Would a PPP present any major advantages for the rendering approach Doom 3 uses?
Shadow Volume generation is done in software in DOOM3. I doubt JC will implement a hardware Shadow Volume generation technique.Hyp-X said:If it can do tesselation & SV generation, than that would improve Doom3 image quality a lot.
How? If i have understood the DOOM3 shadow volume technique correctly, it basically scans an object for polygon edges between lit and unlit polygons and extrudes those edges away from the light source, which at the very least implies the creation of new vertices/polygons, something which is not within the capabilities of VS2.0.Chalnoth said:It is currently possible to generate shadow volumes in hardware with current hardware (at least with VS 2.0, probably with earlier versions as well).
arjan de lumens said:How? If i have understood the DOOM3 shadow volume technique correctly, it basically scans an object for polygon edges between lit and unlit polygons and extrudes those edges away from the light source, which at the very least implies the creation of new vertices/polygons, something which is not within the capabilities of VS2.0.Chalnoth said:It is currently possible to generate shadow volumes in hardware with current hardware (at least with VS 2.0, probably with earlier versions as well).
Hyp-X said:Xmas said:If it is able to calculate shadow volumes, and if it is fast enough, then probably yes. But that may require a special data format to feed it, and even if all the ifs turn out the right way, I don't think it will make its way into Doom3.Brimstone said:So in theory, John Carmack of ID software, with Doom 3 could take advantage of a PPP because since he is using Open GL? Would a PPP present any major advantages for the rendering approach Doom 3 uses?
If it can do tesselation & SV generation, than that would improve Doom3 image quality a lot.
I don't know the exact technique, but I do know that 3DMark2003 does do hardware shadow volume generation.arjan de lumens said:How? If i have understood the DOOM3 shadow volume technique correctly, it basically scans an object for polygon edges between lit and unlit polygons and extrudes those edges away from the light source, which at the very least implies the creation of new vertices/polygons, something which is not within the capabilities of VS2.0.
I think stochastic should start to look good closer to 8 samples than 16-32. So, it might be about time to start offering stochastic, but if stochastic is offered, then a static FSAA algorithm should also be offered (and should be trivial to support if stochastic is supported...).Ailuros said:Also the rumours about a pure stochastic algorithm don't sit quite well with my "instincts" either. I have severe doubts that a low sample amount stochastic makes more sense than current sparse MSAA algorithms. At the other we all know what higher than say 16/32 samples mean in terms of bandwidth and memory footprints.
...but if stochastic is offered, then a static FSAA algorithm should also be offered (and should be trivial to support if stochastic is supported...).
What we have seen, however, is that even with ATI's 6x sparse AA, there are angles where significant aliasing occurs (If I remember correctly, the most severe aliasing is on a diagonal line from top left to bottom right, or 135 degrees from the positive x axis), and somewhat less aliasing perpendicular to that line.Ailuros said:The point is that 8x sample stochastic would have to deliver better results than 8x sparse MSAA to justify the increased hardware cost of the first. So far I haven't seen or read a single commentary in these forums and in more than one occassions that less than 16x samples are worth the effort. Experiments and their results so far don't seem to have shown different results either.
What we have seen, however, is that even with ATI's 6x sparse AA, there are angles where significant aliasing occurs (If I remember correctly, the most severe aliasing is on a diagonal line from top left to bottom right, or 135 degrees from the positive x axis), and somewhat less aliasing perpendicular to that line.
jvd said:Couldn't a tile based gpu be able to use diffrent sample amounts per tile. So if tile 54 needs 16 samples compared to some that need no samples it would increase the rendering speed with fsaa on ?