Cerebral Palsy
Banned
Too bad there isn't a single pc game coming out that makes me want to upgrade anytime soon. Definitely won't be upgrading this year at least.
Cerebral Palsy said:Too bad there isn't a single pc game coming out that makes me want to upgrade anytime soon. Definitely won't be upgrading this year at least.
This description makes this sound a lot like the parallax mapping method described by Rare for PDZ.Kleegamefan said:Sounds like it gives ray tracing-like effects??
http://www.tomshardware.com/column/200506221/index.html
I don't think it's the same thing, but regardless, it's not something that is exclusive to 7800. I think all these new cards can essentially do simillar things with shaders, the question is only how fast. On the other hand, the effective speed of execution might actually affect the complexity of shaders, I guess.Blimblim said:This description makes this sound a lot like the parallax mapping method described by Rare for PDZ.
Blimblim said:This description makes this sound a lot like the parallax mapping method described by Rare for PDZ.
ddkawaii said:
Deg said:Battlefield 2![]()
Deg said:So this card isnt really that much use given the games out right now
Unless you want more fps at an insane resolution.
I'll wait for the games that use all these new killer effects before splasing out.
I still want this.
Borys said:Exactly.
This card gives you something like 80 fps in BF2. 6800 gives something like 40-50 fps in BF2.
No reason to upgrade.
Wait for games that will achieve around 20 fps on 6800 and then upgrade.
But yeah, I want this as well.
Doc Holliday said:Yea maybe if you have a high end cpu. I mean will this card turn my p4 2.6 into a monster? Thats the only way i see this price even remotely feasible.
Doc Holliday said:Yea maybe if you have a high end cpu. I mean will this card turn my p4 2.6 into a monster? Thats the only way i see this price even remotely feasible.
gofreak said:I'm no expert on this, but IIRC, relief-mapping is a higher quality implementation aimed at the same thing. Parallax mapping is something of a hack, since ordinarily relief-mapping would be too expensive to use in realtime.
rastex said:Can you source this information?
This paper presents a technique for mapping relief textures onto
arbitrary polygonal models in real time. In this approach, the mapping
of the relief data is done in tangent space. As a result, it
can be applied to polygonal representations of curved surfaces producing
correct self-occlusions, interpenetrations, shadows and perpixel
lighting effects. The approach can be used to consistently add
surface details to geometric models undergoing deformations, such
as in the case of animated characters commonly found in games
Parallax mapping [Kaneko et al. 2001] uses textures augmented
with per-texel depth. In this approach, the texture coordinates along
the view direction are shifted based on the depth values using an
approximate solution. While this technique can produce interesting
results at very low cost, it is only appropriate for noisy irregular
bumps, as the surfaces are inaccurately and dynamically deformed
as the viewing position changes. No support for shadows has been
demonstrated for parallax mapping.
Don't know why it would have a geometry edge given that the xenos can devote all its unit toward that if needed where as the rsx can only devote 8 pipes.Nightbringer said:I know little about GPU, only the basics in the hardware part.
But I have the sensation that the Xenos and the RSX are equal in Shading area but RSX is better in fillrate and geometry performance. Is this the image that I have after I have readed some messages about the theme.
Forsete said:Jesus, that Mad Mod Mike demo was amazing! Almost Pixlar quality (well, the character at least ..).
dorio said:Don't know why it would have a geometry edge given that the xenos can devote all its unit toward that if needed where as the rsx can only devote 8 pipes.
I think the other demo with the subsurface scattering was more impressive. I wonder what the cost of that effect is. We always get these incredible demos when these cards come out but hardly ever see the quality in actual games. I'm still waiting for a game that looks impressive as nvidias forest demo a few years back.Forsete said:Jesus, that Mad Mod Mike demo was amazing! Almost Pixlar quality (well, the character at least ..).
Oblivion is getting closer I'd say.dorio said:I'm still waiting for a game that looks impressive as nvidias forest demo a few years back.
Agreed.Blimblim said:Oblivion is getting closer I'd say.
gofreak said:Beginning to wonder if that Chinese site's chart with rsx etc. was actually from Nvidia. There is hardly a peek about RSX out of any of the G70 previews I've read thusfar. Perhaps we'll have to wait a while longer for official infoI'm not sure why, unless they just don't want to talk about something which is still effectively in development.
Blimblim said:This description makes this sound a lot like the parallax mapping method described by Rare for PDZ.
gofreak said:I think he means in terms of peak setup and so forth (500m vertices vs, likely, 1.1bn on RSX, if they can be scaled up from the G70 figures).
In terms of processing, I don't think you'll ever see a situation where Xenos is only working on vertices, in most games the load is in fact weighted toward pixel shading. No games will only need vertex shadingSo in terms of theoretical performance with the whole chip working on vertices, yes, you're correct, but in terms of practical performance in actual games, the comparison is muddier. And that's also looking at the GPUs in isolation vs the systems as a whole (which I do think may be relevant wrt to vertex shading at least).
Great info, thanks.gofreak said:Here's some info on how parallax and relief mapping are related.
dorio said:I think the other demo with the subsurface scattering was more impressive. I wonder what the cost of that effect is. We always get these incredible demos when these cards come out but hardly ever see the quality in actual games. I'm still waiting for a game that looks impressive as nvidias forest demo a few years back.
You're right it was 3dMark.Borys said:Which one is the forest demo you speak of ?
(I've got all nVidia tech demos installed on my disk)
The best forest scene I've seen is the 3DMark05 and Oblivion is a Far Cry (haha, get it?) from that.
gofreak said:I think he means in terms of peak setup and so forth (500m vertices vs, likely, 1.1bn on RSX, if they can be scaled up from the G70 figures).
In terms of processing, I don't think you'll ever see a situation where Xenos is only working on vertices, in most games the load is in fact weighted toward pixel shading. No games will only need vertex shadingSo in terms of theoretical performance with the whole chip working on vertices, yes, you're correct, but in terms of practical performance in actual games, the comparison is muddier. And that's also looking at the GPUs in isolation vs the systems as a whole (which I do think may be relevant wrt to vertex shading at least).
You're forgetting the FlexIO. I am not gonna make any assumptions on when RSX might be bandwith limited or not, but it does have more bandwith available then a G70 part using the same 700mhz GDDR3.Tenacious-V said:I mean that's likw half the bandwidth taken away right there basically....
99% Trivial transforms, generally completely vertex setup limited. Xenos or not, this is just an example of a situation where most shader ALUs will be sitting idle.YellowAce said:Z Only Rendering Pass.
YellowAce said:Z Only Rendering Pass.
gofreak said:I'm thinking in terms of games that are only ever going to use verticesNot specific instances within games..certainly there are some cycles where it may only be working on vertices, like with a z-pass. On a higher level with any game it's going to be dealing with some combo of vertices and pixels though, and usually pixel shading is a bigger load.
Yeah, that's pretty bad. They are suggesting that the g70 ~ RSX by even making that comparison. Why else would you list 4X AA performance at HD resolutions for a pc card.thorns said:![]()
pre-emptive nvidia damage control? :lol :lol
4xAA is free as long as the games are cpu bound of course. which can be seen by comparing the 1024x768 framerates and 1600x1200 framerates, which are for the most part the same.
![]()
4xAA is hardly "free".
It's not exactly like Bungie, Rare, Bizarre Creations, Epic and Bioware are slouches on the 360 side. They've been known to push a pretty pixel or two.in the right hands (konami, square-enix, polyphony, ND, namco, gorilla? ;p...) im willing to bet the difference will be very noticeable.