LT-
I believe research is an interior level.
It starts outdoors and then goes in to the caves for a bit.
What exactly is a "decent playable threshold"?
No dips below 30FPS at any point- no dips sub 60FPS is much better however for any shooter.
Also, I posted this earlier in the thread: Do you think shaders will be important in the next 2 years?
They will be a factor but certainly not paramount. We are going to need to see new cores with signficantly more shader power then anything out now before they become a real major factor.
Snowman-
I don't think Ben understands how average framerate can't be directly coralted with minimum framerate or he would not make such claims as to "decent playable threshold" from an averaged benchmark result.
Most of the time you can use an average to get at least a rough idea of a minimum, although not always. Sub 60FPS average is certainly not within a decent range for playability for a shooter.
He also wouldn't be argueing with me about the how the cpu limited nature of Far Cry can keep a card like the 9800pro from maintaining a decent playable threshold.
Well let's take a look at some of the minimum framerate numbers in the XBit benches since the game is so incredibly CPU limited, of course all of the boards will have the same minimum framerate......
1024x768 no AA/AF but there is a 12.9% rift there according to those benches at the most CPU dependant numbers they run. Now some games actually
are CPU limited and will show minimum FPS running 1024x768 no AA/AF that are identical between a X800XT and a 5700Ultra.
He also wouldn't be argueing with me about the how the cpu limited nature of Far Cry can keep a card like the 9800pro from maintaining a decent playable threshold.
If the processor were the issue shutting off pixel shaders certainly wouldn't improve the situation significantly which is the case I'm talking about. If you would like to start a thread about benchmarking trends to the correlation between average and minimum framerates feel free- there is a correlative relation that has been established over the past eight years. It isn't always accurate(else it would be more then correlative of course) however.
Blastman-
If you read that blurb on DF-BHD from NV, even the faces on the characters were rendered using pixel shaders --so shaders are being used in a lot more places that the usual suspects like water, pipes, metal ..etc.
Depending on how you define pixel shaders you can state that the hack job of basic texture filtering the current gen parts are doing are shaders. Dot3 is an actual normal PS operation as of now, as is EMCM and EMBM. On a technical basis, even without taking liberties on the definition of words(which PR departments always do) you can state any number of DX7 games are using lots of pixel shader effects.
There was a very interesting comment at the end of an ATI interview at beyond3d ?.
.....I believe, and I?m sure the forward looking game developers agree, that shaders are here to replace the old fixed function vertex processing and multi-texturing.
The end point of pixel shaders is to replace textures(because they are superior and procedural), this is something we have known for years prior to there being shader capable dedicated hardware. The problem is all of the shader hardware is way too slow to start to pull it off. What we have now is simply laying the groundwork for what we need to get to.
The canyon walls in 3Dmark5 are rendered using shaders ?
Unfortunately this shows none of the major advantages of using shaders in place of textures.
Shaders seem to be showing up for just about any ?effect? -- even texturing effects on walls.
"Shaders" are showing up- the problem is that the PR has gotten way the he!l ahead of the technology. You could argue that enabling AF on GLQuake makes that game shader bound on some of the latest parts as they use some shader hardware for AF functions- and it seems this is the type of BS we are hearing from a lot of developers trying to pimp their games. We have functions introduced in DX6 that are nigh entirely reliant on shader hardware now, and can accurately be called a shader effect, but it is very far removed from the PR hype about the PS 2.0 revolution we have been hearing for the last couple of years. Look at BHD as an example- the 5950U is outrunning the 9800XT on the most demanding situations and that is supposed to be an example of a shader game? Using the PS 2.0 guideline we know the 9800XT absolutely kills the 5950- we have seen benches where the lowly 9600XT is besting the 5950 in honestly PS 2.0 limited situations. The reality is that we have a slowly evolving process that started back with EMBM in the DX6 era and continued on with Dot3 and EMCM in DX7 and continued on with DX8 level shaders which we are realisticly just starting to see any sort of real market penetration of now. PS 2.0 being a major factor in terms of games is still a ways off, and that isn't a bad thing. DooM3 for the most part just showed us what could be done with DX7 era 'shader' hardware and it is extremely impressive. We haven't seen what can be done with DX8 level shaders yet, DX9 level is pushing in to CGI territory
once we have the hardware that can push it. That hardware is a long ways off yet.