Compute shaders aren't always as fast as pixel shaders or may need a drastic rethinking on how you do things.I don't get it why developers don't go as much as possible on the compute shaders side since it seems to be a better approach on doing things and why do gamers find this as a bad thing, more so since using compute you can do complex physics simulations and even having huge numbers and/(or) complex AIs?
Compute shaders aren't always as fast as pixel shaders or may need a drastic rethinking on how you do things.
From their wording I'm quite sure that they remade the simulation part for compute shaders, but rendering is still done trough ROPs and pixel shaders. (I could be wrong though.)
It's somewhat disappointing imo to see the Fury X's massive 8.6 TFLOPS (which I believe a heavily OCed 980 Ti can reach, not sure, but at that point the 980 Ti is pulling way more power than Fury X) not really translating to much in games.
Hopefully this doesn't leave Nvidia in the dust if there will be game engines that are heavily skewed towards AMDs compute advantage.
star citizen is massively based on compute shaders (as far as we know its the only one so far)Indeed, it does need a drastic rethinking. In fact, I think Ashes of the Singularity has a completely different rendering pipeline from other games, I'm not sure on the specifics though (http://oxidegames.com/2016/03/19/ob...-film-rendering-2-decades-later-in-real-time/)
Perhaps maybe in the future we can have games that are almost entirely powered by compute shaders.
It's somewhat disappointing imo to see the Fury X's massive 8.6 TFLOPS (which I believe a heavily OCed 980 Ti can reach, not sure, but at that point the 980 Ti is pulling way more power than Fury X) not really translating to much in games.
Hopefully this doesn't leave Nvidia in the dust if there will be game engines that are heavily skewed towards AMDs compute advantage.
star citizen is massively based on compute shaders (as far as we know its the only one so far)
Baiscally, they calculate lighting into texture atlas, then render objects to screen using very simple forward rendering pass. (Single texture?)Indeed, it does need a drastic rethinking. In fact, I think Ashes of the Singularity has a completely different rendering pipeline from other games, I'm not sure on the specifics though (http://oxidegames.com/2016/03/19/ob...-film-rendering-2-decades-later-in-real-time/)
Perhaps maybe in the future we can have games that are almost entirely powered by compute shaders.
well tbh at this stage its not cryengine anymore...Huh, where are you getting this from? As far as I know Star Citizen makes no more use of compute shaders than CryEngine normally does (which is basically just for lighting to my knowledge, so a fair bit, but hardly massive)
They may have plans to do so in the future, when they port it to DX12, but then again they have a lot of plans.
well tbh at this stage its not cryengine anymore...
there is a interview with them some 10 months ago that they said they just started to pass whatever they can into compute to have as much "space" on the other pipelines so that they can improve a.i and immersion
we know that so far the ship models and player models are all passing through compute