The number of updates, corrections and interesting comments to add is getting absurd.
Two last issues I'd like to clear up:
a). Supposedly the F-Buffer allows R350/R360 class hardware to run without an instruction limit, at least in OpenGL 2.0. Is it the miracle cure-all, and if so, is it something PS 3.0/DX10 will be able to take advantage of?
b). Brandon brought to my attention the interesting ShaderMark results (scroll down, you'll see a lot of failures on NVIDIA's part.) These results might mirror Valve's problems with NVIDIA hardware, I thought, and I brought it up with NVIDIA, here's the answer I got:
Here is a description and download link to said demo.
Is ShaderMark flawed then?
Two last issues I'd like to clear up:
a). Supposedly the F-Buffer allows R350/R360 class hardware to run without an instruction limit, at least in OpenGL 2.0. Is it the miracle cure-all, and if so, is it something PS 3.0/DX10 will be able to take advantage of?
b). Brandon brought to my attention the interesting ShaderMark results (scroll down, you'll see a lot of failures on NVIDIA's part.) These results might mirror Valve's problems with NVIDIA hardware, I thought, and I brought it up with NVIDIA, here's the answer I got:
Brian Burke said:Floating point render targets make HDR implementation easier and more developer-friendly; however, it is possible to achieve high dynamic range using 16-bit (and even 8-bit) integer render targets, with some extra shader (and developer) legwork; notice how the high dynamic range effects in Masaki Kawase's RTHDRIBL demo run correctly on GeForceFX hardware, despite running with the same set of texture formats and render targets that are available to Shadermark. In fact, one of the primary HDR texture storage formats used in off-line rendering (Radiance's RGBE) is just 8-bits per component.
Here is a description and download link to said demo.
Is ShaderMark flawed then?