Originally posted by: Rollo
[I'll retract if you're saying that developers could do the form of displacement mapping touted as a new feature in SM3, and geometry instancing as done on a nV40 with other cards prior to it's existence and post links to back you.
Why is the burden of proof on me? I honestly don't know enough about the specifics of either implementation to say if they're equivalent. IIRC, Parhelia performed DM via texture lookups on a heightmap. I'm guessing NV40 can do the same, courtesy of VTF. Actually, that particular DM use only covers creating fixed geometry (not sure if it could be subsequently modified, or re-displaced), and I *believe* Parhelia's DM only allowed for displacing 2D geometry in one dimension (so, no caves under mountains with their DM approach, just creating hills and valleys on a plane). Does NV40's VTF allow for deformable geometry, like broken walls and girders and such? In that case, it's a superior and so at least partially new implementation. But I can't say for sure that's what SM3's DM via VTF allows for, and the only in-game example we have is wave creation in PF. That's essentially the canyon Parhelia touted--1D displacement of a 2D surface--but maybe the mere fact that waves are animated indicate a (key) new feature.
AFAIK soft stencil shadows began with nV40s, again link me and I'll retract.
I just realized you're talking about Riddick's soft shadows, right? (I can't think of another game that offered soft shadows an NV-only option.) I was thinking of
3DM05, where ATI could also produce "soft" shadow edges. (Actually, I got it reversed, as NV's DST+PCF "hardware" implementation produces harder shadow edges than ATI's shader implementation--but at higher speeds, natch.) I'm not sure if they count as "soft
stencil shadows," though. The answer is probably
in here. A skim leads me to guess 3DM05 uses shadow maps rather than stencil shadows. Not sure if NV using "Depth
Stencil Textures" is in any way related to stencil shadows.
(But, man,
what a terrific performance hit. Has this improved with newer drivers or G70?)
You'll have to do better than just saying this stuff: I don't care about ATIs driver workarounds that would have had to be custom coded and no one did.
Yes, well, you just said this stuff too, no? Or did I miss your technical explanations?
That's my whole point though isn't it? You know as well as I that every "new" feature in every game you play this year was made possible by the nV40, not some BS SM2b workaround ATI cobbled while scrambling to catch up for the last year. (and for sure not because of the Parhelia)
We're basically talking about HDR as the only new feature with widespread adoption, right?
I'd call my arguments better than yours so far. I flat out don't believe the Parhelia's displacement mapping is the same as what's made available in the SM3 feature set, I don't care if SM2b can emulate instancing because I only remember one game where the developer bothered to do the patch, and I don't believe any hardware prior to the nV40 could do soft stencil shadows at all.
I was referring mostly to your first two posts, arguments you continued with munky about price/perf vs. perf-uber-alles.
You're probably right about VTF being an expanded version of Parhelia's DM. I was focusing merely on DM. It's likely VTF allows for a lot more flexibility, basically putting it in another league.
I don't know enough about Riddick's "PS2+" stencil shadows to say either way.
Apparently they can't be enabled with a R520, but Riddick is OGL (and so may use NV-specific extensions) and an older game (thus not much financial incentive), so even if R520+ and its drivers are capable of SSS, the devs may never get around to accomodating it.
As for GI, AFAIK, ATI doesn't "emulate" it with R300, it just can't tell D3D it supports it via "official channels" b/c MS deemed it an SM3-only feature (similar to that early centroid sampling HL2 AA issue, I think). So, rather than check the defined D3D GI cap bit, a dev has to check for ATI's fourcc GI cap bit--that's the only workaround I'm aware of. I don't think there's any emulation (vs., say, FP filtering, which NV40+ has in hardware but R5x0 has to emulate via shaders).
This is a really long way to say HDR +AA is an issue on one good two year old game, and one bargain bin game. (SS2 is nice silly fun for little kids, but it's hardly the sort of thing guys considering a $500 card are going to say "OMFG! AA+HDR in Serious Sam2! When I release a bomb toting parrot at a buck toothed viking while doing a bad Schwarzenegger impersonation, it will look better!".
If you think anyone will be playing UT2007 with HDR +AA, heh, I sort of doubt it.
How many games use DM/VTF or soft stencil shadows? PF and Riddick, respectively?
I'm not a mod, nor do I play one on tv.
Yet you're playing at being one, no?
The man who calls others hypocrites for not acknowledging the rare as Bigfoot and useful as a floppy disk HDR+AA after spending a year and a half saying the many advantages of nVidia during that time needed to be called on it.
Glass houses. (Yeah, that applies to me, too.)