wireframe said:Ultra Shadow is simply not enough. We eagerly anticipate Ultra Smoke*.
*Surgeon General: Smoking kills.
Perhaps one of those statements is slightly incorrect?Raqia said:Smoke isn't very complicated geometrically and today's graphics cards are generally fill rate monsters.
Even if those statements are 100% correct you still have the memory bandwidth to consider too.Simon F said:Perhaps one of those statements is slightly incorrect?
IgnorancePersonified said:Isn't smoke in Half Life engine games sprites? What effects the peformace of that?
Best looking smoke was the stuff in COD2 demo - though I am guessing that is quite a different toke.
To my knowledge, there are very few systems that support true per-pixel Z-sorting in the graphics hardware and that includes about 0% of current PC systems.Razor1 said:Its a combination of 2 things usually, first the gpu, has to calculate z-sort (if z-sort is being used) and alpha blend.
Simon F said:To my knowledge, there are very few systems that support true per-pixel Z-sorting in the graphics hardware and that includes about 0% of current PC systems.
The sorting of the translucent polygons is done in the application and then sent to the hardware in the required back-to-front order. (I'm discounting Z-peeling as impractical)
Please explain how.Razor1 said:Sorting is done on the CPU my mistake, but this can be off lifted to the GPU with a shader.
But by emulating a real TBDR using, errrr, Vertex Texturing, of course! *grins* It's funny how many people believe just about everything can be offloaded half-efficiently.Simon F said:Please explain how.
You can implement variants of bitonic sorts on the GPU quite easily.Simon F said:Please explain how.
And how do they compare for data sets < 20?Bob said:You can implement variants of bitonic sorts on the GPU quite easily.
It won't be much faster than a CPU-based sort on small datasets (< 1 million entries).
Agreed, but there is a 4 letter acronym that can address that problem.ERP said:Given the Hi resolutions that most people run PC's games at and the LARGE amounts of transparent overdraw most smoke effects have, coupled with the fact that read modify write is just about the worst way possible to access any memory (dropping it's real world bandwidth dramatically over the advertised figures), it's not really surprising.