Updated: Hardware RayTracing Demo
Nice work, shame i cant run it, im too lazy to get the newest dx but ill get it to see this.
I had a look at the asm shader in your exe and it has billions of compare commands, maybe thats why the instruction "lighter" ps2 version is slower, it has to do all the operations even if the compare tells it not to.(no full dynamic branching in ps2)
I was reading a thesis by Timothy John Purcell on gpu raytracing (triangle structures) and it was interesting to see that octrees didnt actually speed things up on the gpu (since octree code used "heavier" instructions than the rendering ones), he just used a uniform grid instead.
Maybe all these compares are slowing things down? thats if they sorting things into groups or something. So ungrouped rendering maybe faster in high desnity secenes (with so many groups you might have the same number of groups as your primitives lol).
I have to say the reflections are pretty good (and according to the framerates they are very fast) I would be intrested in how you did them so fast.
I had a look at the asm shader in your exe and it has billions of compare commands, maybe thats why the instruction "lighter" ps2 version is slower, it has to do all the operations even if the compare tells it not to.(no full dynamic branching in ps2)
I was reading a thesis by Timothy John Purcell on gpu raytracing (triangle structures) and it was interesting to see that octrees didnt actually speed things up on the gpu (since octree code used "heavier" instructions than the rendering ones), he just used a uniform grid instead.
Maybe all these compares are slowing things down? thats if they sorting things into groups or something. So ungrouped rendering maybe faster in high desnity secenes (with so many groups you might have the same number of groups as your primitives lol).
I have to say the reflections are pretty good (and according to the framerates they are very fast) I would be intrested in how you did them so fast.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
NVIDIA GeForce 7600 GT [NGOHQ.com]
Min = 185; Max = 235
Stable = 225 to 235
Btw the card is the AGP version.
Min = 185; Max = 235
Stable = 225 to 235
Btw the card is the AGP version.
Warchief's Warboard 3D Now hotseat release
Yeah, the PS2 version has to execute all the instructions even if the camera is pointing at nothing. The PS3 version has two "if"s that cut out lots of instructions.omaremad wrote:Nice work, shame i cant run it, im too lazy to get the newest dx but ill get it to see this.
I had a look at the asm shader in your exe and it has billions of compare commands, maybe thats why the instruction "lighter" ps2 version is slower, it has to do all the operations even if the compare tells it not to.(no full dynamic branching in ps2)
I was reading a thesis by Timothy John Purcell on gpu raytracing (triangle structures) and it was interesting to see that octrees didnt actually speed things up on the gpu (since octree code used "heavier" instructions than the rendering ones), he just used a uniform grid instead.
Maybe all these compares are slowing things down? thats if they sorting things into groups or something. So ungrouped rendering maybe faster in high desnity secenes (with so many groups you might have the same number of groups as your primitives lol).
I have to say the reflections are pretty good (and according to the framerates they are very fast) I would be intrested in how you did them so fast.
On my PS3 card the PS3 version is two to three times as fast as the PS2 version. I guess SM3 instructions are just faster on this card.
I just about managed to fit the shader into PS2.0a, but my SM3 card easily has enough instructions; it reports 4096, but I'd hate to see what the performance is like if I approach that (currently approx 327).
It just fails on 128bits mem interface. Other specs are nice for a mid range (for the 200€ a few months ago).sio2 wrote:Thanks for the feedback. That's not too far off an 1800XL PCIe!Warchief wrote:NVIDIA GeForce 7600 GT [NGOHQ.com]
Min = 185; Max = 235
Stable = 225 to 235
Btw the card is the AGP version.
BTW What shader model did it say in the console window?
SM 3.0.
Warchief's Warboard 3D Now hotseat release
OMG!bitplane wrote:min 1, max 6, card = fx5900(xt)
cool demo, shame my graphics card is so crap!
Useful feedback, though. It's interesting to know that some cards can pass my caps tests but not really be "up to the job".
Warchief looks like he's found a bargain. I've seen that card for about £116 in the UK. Or are you saving up for an 8800?
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I'm not sure what linux has to do with ps3 (Pixel Shader 3.0) and ps2 (Pixel Shader 2.0). Pixel shaders are pieces of code that can be run on graphics hardware to determine the colour of each fragment of the rasterised triangle.a_haouchar wrote:this is cool! did you use linux to code it to ps3 and ps2?
Unless, by "ps3" you think I mean Playstation 3?
Good. Keep that card ready. My current raytracing shader is taking about a minute to compile and is 1223 ps3 instructions. Forget three spheres - I currently have 16 of them. All reflective and shadowed. My card (7800) supports 4096 instructions; I'll use as many of them as possible (until I run out of the 226 constant registers, probably). Shame I haven't yet got the shader compiler to utilise the SM3 aL loop register, though.BlindSide wrote:
OnTopic: Tested this on a Nvidia 7950 something (GT? I think). Gave around 300-450 as expected.
Either I'll run out of: constant registers (~100 spheres); ps3 instructions (4096); fps; or patience as I wait for the darm HLSL to compile.
You will need a very fast SM3 card for this next demo.
Wish I had an 8800...