Why Does ATI Get Beat Down on OGL

Sharkfood said:
That was the entire gist- by the same logic: "NVidia's suck at Direct3D".. if "win some, lose some" becomes the measuring stick for "competitive" vs. "sucks at XYZ API"
More important is the relative performance with OpenGL and Direct3D. It is blatantly obvious that ATI does worse in OpenGL with respect to Direct3D, whereas there are simple tests that one can perform on games that use both API's to show that nVidia does pretty well at both.
 
Chalnoth said:
More important is the relative performance with OpenGL and Direct3D.
Relative to what? Doom3 and IL2? Both with known methods that NVidia hardware handles admirably. If relative to "the grand scope of things"- you'll find R4xx and NV4x are quite neck and neck in SS, Quake3, GlExcess, VulpineGL, and various synthetic SDK/sample programs, etc.etc.

It is blatantly obvious that ATI does worse in OpenGL with respect to Direct3D, whereas there are simple tests that one can perform on games that use both API's to show that nVidia does pretty well at both.
Just in currently popular OGL games. Once again, not "overall"..

ATI has had a few OGL "blunders" in past driver revs (see the thread here on fbench pure-API performance figures that were broken, fixed, broken, fixed, etc.etc.), but barring those, it's not as cut and dry as so many pointing fingers at Doom3 wish it to be.

The latest poop on Hexus also seems to indicate that Doom3 and other OGL performance in newer titles may specifically be isolated to AA + memory configuration. It almost begs comparisons with some water-cooled 4+ ghz system at 1600x1200 with no AA (in hopes of leaning off being CPU bound) to test this theory/hint towards AA related.
 
Sharkfood said:
The latest poop on Hexus also seems to indicate that Doom3 and other OGL performance in newer titles may specifically be isolated to AA + memory configuration. It almost begs comparisons with some water-cooled 4+ ghz system at 1600x1200 with no AA (in hopes of leaning off being CPU bound) to test this theory/hint towards AA related.

We don't need all that - Doom3 is GPU bound even without AA. I have no idea why Rys didn't run noAA/noAF tests with the fix.
 
Mintmaster said:
You're completely twisting my statement with a dumbass's interpretation of propositional logic.

I am asking a question of your testing methodology. Don't equate that to implying anything. I think you may need to stop being defensive about some posts (I can vouch for mine) as not everyone in this thread is out to ding on ATi. But thank you for the veiled insult nonetheless.

Are there any D3D games that use stencil shadows and Carmack's reverse algorithm? No, so you can't compare it.

Perhaps, I don't know. Does Thief 3 use Carmack's reverse? Anyway, my original question (whether you need to find a game that "plays nice" with a IHV's hardware to properly measure that IHV's driver) doesn't have anything to do with D3 and stencils. I'm curious why X feature in a game is the "wrong" way to go about it while Y feature in a hardware part has been blessed by the heavens as THE "right" way to do things.

<snip>The question is why ATI slows down in some other OGL games.

That question was answered quite well by that ATi's engineer I quoted. If you don't believe ATi's mea culpa then there's nothing I can say to change your mind.

P.S. Sorry for the late reply, I lost my net access. Anyway, I'm just now reading up on this AA fix for D3.
 
As far as I know, the "Carmack's reverse" algorithm is the most efficient and robust shadow volume implementation that exists, so I don't know why any D3D games that make heavy use of stencil shadows wouldn't use it.
 
trinibwoy said:
We don't need all that - Doom3 is GPU bound even without AA. I have no idea why Rys didn't run noAA/noAF tests with the fix.
Doom3 is some way from completely VPU bound without AA. While there are individual scenes that may be VPU bound, there are others that result in significant VPU idling, even with FX-57.
 
trinibwoy said:
We don't need all that - Doom3 is GPU bound even without AA. I have no idea why Rys didn't run noAA/noAF tests with the fix.
I did, and the results are very similar to the NoFix results, indicating the tweak certainly does only affect AA.
 
Chalnoth said:
As far as I know, the "Carmack's reverse" algorithm is the most efficient and robust shadow volume implementation that exists, so I don't know why any D3D games that make heavy use of stencil shadows wouldn't use it.
Because it's patented? ;)
 
Subtlesnake said:
Because it's patented? ;)
By Creative Labs. That is the stupidest f'in software patent in existence. And software patents are horrible things to begin with. Some guy posts the algorithm on their message board, and Creative patents it.

The only reason that Creative sued id software was because Carmack was nice enough to share with the world how he performed the shadow calculation. And he gets f'in sued over it.

I'm sure that if other development studios just don't tell everybody what sort of stencil shadow volumes they're using, they'll be safe.
 
Wouldn't that fall under the "prior art" category? If the patent was only filed after Carmack revealed his algorithm, how would Creative go about proving that it was aware of it before then?
 
Actually I did some research on this and it turns out that the technique was patented following a talk given by a Nvidia engineer to some Creative personal.

From Mr. Dietrich of Nvidia:

"Don't worry about it fellas. I described this technique publicly a few months before they filed the patent - hence Prior Art. Ironically, it was at a Creative Labs developer's forum.

During my stencil buffer talk, I described doing shadow volumes the 'reverse' way. At the time, I didn't realize the major reason why the z fail method is better than the z pass method, although I did realize they were logically equivalent, which is why it's now known as 'Carmack's Reverse' and not 'Dietrich's Reverse'!"


It could have been a coincidence, but the patent was filed before Carmack officially announced anything. Anyway, I thought it might be relevant because in the Beyond3D interview with Dean Sekulic he says:

"Oh, and don’t forget - while Creative Labs holds a patent for 1-pass shadow volume rendering, I'm not touching that with a 10-foot pole!"
 
Yes, there is prior art, but who's going to go up against Creative in court to prove it, and maybe pay millions for the privilige of doing it? This is why the current patent system is so broken - the winner ends up being the person with the deepest pockets and most lawyers. So much for patents protecting the little guy and his innovations.
 
The problem is that the winner has to pay his lawyers over there. In Germany, the losing party has to bear the cost of the trial.
 
Subtlesnake said:
Because it's patented? ;)

I know you probably know this but it bears mentioning: just because something it's patented doesn't mean no one else can use it. Companies just need to license it and they could also license it from Creative without the need for any money to change hands, like id did.

In fact, UE3 uses the stencil buffer for some shadows and I just don't see Tim using anything but the most efficient method.
 
Mordenkainen said:
I know you probably know this but it bears mentioning: just because something it's patented doesn't mean no one else can use it. Companies just need to license it and they could also license it from Creative without the need for any money to change hands, like id did.

ID still had to work to support Creatives sound cards. That's still time and money. Sounds to me like ID was blackmailed into including Creative support for fear they would have to go to court, get sued, pay lawyers and end up delaying their games.

Mordenkainen said:
In fact, UE3 uses the stencil buffer for some shadows and I just don't see Tim using anything but the most efficient method.

Why should you have to licence an invalid patent for fear of being sued?
 
Bouncing Zabaglione Bros. said:
ID still had to work to support Creatives sound cards. That's still time and money.

Correct, but that effort can be absorbed into future games using that engine and even future engines. What's most important is actually license fees which hurt your bottom line everytime as it then becomes overhead.

Sounds to me like ID was blackmailed into including Creative support for fear they would have to go to court, get sued, pay lawyers and end up delaying their games.

That's pretty much what happened or at least what has seeped to the public. JC even talked he was considering making a stand and using a (slower) 2-pass algorithm but in the end he felt the end user would be most hurt by it (not having to pay fees to Creative was also a factor).

Why should you have to licence an invalid patent for fear of being sued?

You shouldn't but until someone disputes Creative's patent in a court of law there's no way to tell if the patent is invalid or not. It's similar to the SCO vs IBM in the linux source code case. Even though many felt SCO's claim was bogus some companies still decided to go ahead and license UNIX from SCO just to keep using linux.
 
Mordenkainen said:
You shouldn't but until someone disputes Creative's patent in a court of law there's no way to tell if the patent is invalid or not. It's similar to the SCO vs IBM in the linux source code case. Even though many felt SCO's claim was bogus some companies still decided to go ahead and license UNIX from SCO just to keep using linux.

Rambus should sue Creative for stealing their idea of patenting ideas that weren't their idea in the first place.
 
AlphaWolf said:
Rambus should sue Creative for stealing their idea of patenting ideas that weren't their idea in the first place.
Well, the complaints against Rambus are rather different from those against Creative. Rambus, at least, has a bit more ground to stand upon. Creative, in this instance, has none.
 
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