RE: [Algorithms] Per-pixel (normapped) lighting of environments on lower-end HW
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From: Tom F. <tom...@ee...> - 2004-05-29 03:11:29
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On the XBox, as on many consoles, there's many more ways to skin a cat. = If you are doing vanilla D3D calls, then you have slightly lower overhead = per call simply because it's all statically linked and there's no separation between D3D and "the driver" layer. So you have a fair bit more headroom compared to a 733MHz PC. But then a 733MHz PC is a pretty low target for = a PC, so to say it's better isn't to say a huge amount. But there are plenty of other ways to do things that create larger = batches and smaller "per object" overhead, and they can lead to a lot of extra efficiency on both sides of the API. In practice I seemed to be able to = get around 2-3 times the performance (looking purely at what equivalent PC = we needed to run our full XB-quality engine at the same speed) because of = this. Obviously this depends heavily on what sort of geometry you are = rendering, how well those batches match what the hardware can do, yadda yadda = yadda. But you can never ever rely on this number. You _must_ test it on the = target platform, because some things are actually slower - the variation is = pretty big. TomF. -----Original Message----- From: gda...@li... [mailto:gda...@li...] On Behalf Of = Andrey Iones Sent: 28 May 2004 14:01 To: gda...@li... Subject: Re: [Algorithms] Per-pixel (normapped) lighting of environments = on lower-end HW Speaking of the number of batches - can anybody advice whether or not=20 batch limitations are as acute on Xbox as on PC hardware (GF/ATI cards)? = In other words, it's recommended to keep batch counts around 500-800 on = PCs. What are these numbers for Xbox?=20 Andrey.=20 Gary McTaggart wrote:=20 =20 Why is the goal single-pass? Are you batch (driver) or fillrate = limited? If not, then I would release this restriction. Gary From: gda...@li... [mailto:gda...@li...] On Behalf Of = Andrey Iones=20 Sent: Friday, May 28, 2004 9:43 AM=20 To: gda...@li...=20 Subject: Re: [Algorithms] Per-pixel (normapped) lighting of environments = on lower-end HW=20 =20 Not really - the goal is definitely to come up with a single-pass = solution which would enable=20 per-pixel lighting at least for diffuse effects (diffuse + albedo in one pass). It should not also=20 require tesselation (i.e. light directions / colors should be stored for = the most part in lightmap=20 texels rather then in colors). It should also work on GF3-style = hardware.... Andrey.=20 Tom Forsyth wrote:=20 If your alternative is another pass (that needs lighting all over = again),=20 I'd say yeah, it's trivial.=20 TomF.=20 > -----Original Message-----=20 > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Jon Watte=20 > Sent: 27 May 2004 11:22=20 > To: gda...@li...=20 > Subject: RE: [Algorithms] Per-pixel (normapped) lighting of=20 > environments on lower-end HW=20 >=20 >=20 >=20 > > Who would even notice another 1000 tris in their scenes?=20 >=20 > Aaah, to be living in the future!=20 >=20 > Meanwhile, on planet earth, CPU-transform solutions sit in 50% of all=20 > machines currently sold (and the hardware-transform capabilities of=20 > maybe another 10% might be in question, truth be told).=20 >=20 > With a current scene load of 50,000 tris per frame, another 1,000=20 > tris would matter. Another 1,000 tris PER STREET per frame would be=20 > even worse -- because, in reality, your scene isn't just a single=20 > 50x10 meter street ;-)=20 >=20 > Cheers,=20 >=20 > / h+=20 >=20 >=20 >=20 > -------------------------------------------------------=20 > This SF.Net email is sponsored by: Oracle 10g=20 > Get certified on the hottest thing ever to hit the market...=20 > Oracle 10g.=20 > Take an Oracle 10g class now, and we'll give you the exam FREE.=20 > http://ads.osdn.com/?ad_id=3D3149&alloc_id=3D8166&op=3Dclick=20 > _______________________________________________=20 > GDAlgorithms-list mailing list=20 > GDA...@li...=20 > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list=20 > Archives:=20 > http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188=20 >=20 -------------------------------------------------------=20 This SF.Net email is sponsored by: Oracle 10g=20 Get certified on the hottest thing ever to hit the market... Oracle 10g. = Take an Oracle 10g class now, and we'll give you the exam FREE.=20 http://ads.osdn.com/?ad_id=3D3149&alloc_id=3D8166&op=3Dclick=20 _______________________________________________=20 GDAlgorithms-list mailing list=20 GDA...@li...=20 https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list=20 Archives:=20 http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 --=20 Andrey Iones=20 Project Leader PhD in Computer Science=20 www.saber3d.com=20 =20 --=20 Andrey Iones=20 Project Leader PhD in Computer Science=20 www.saber3d.com=20 =20 |