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#181 | Advertisement (Guests Only)
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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Quote:
In this case the game has actually been designed to get the best out of current consoles (Xbox 1), next-generation consoles (Xbox Next) and at the same time also make full use out of current top-end graphiccards for PCs (6x00s). The fact that ATI is currently a generation behind is not Ubisoft's fault. The decision to scrap the SM2.0 path completely must have been a very difficult decision to take but nevertheless I think it was the best decision to get the most out of this game. Don't forget that the SM1.1 path is graphical almost equal to a SM2.0 path and can also be run on GF3/4 an Radeon 8500 cards. Last edited by Cassini : Feb 19, 2005 at 02:50 PM. |
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#182 | |
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Radeon HD 6850
Join Date: Aug 2004
Posts: 199
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thanks, Quelaar |
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#184 |
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Ultra Combo
Join Date: Feb 2004
Location:
Florida
Posts: 739
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The only pictures I notice any significant difference where I would really notice while playing are the pictures comparing shadows/soft shadows. But at around 10 fps you can keep it. I preordered the Limeted Edition for XBOX and somehow I know I won't have any problems running the game. I just like the controls and surround sound for XBOX better. BTW the XBOX demo, which I have, looks and plays beautifully.
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#185 |
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Newbie
Join Date: Feb 2005
Posts: 15
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Cassini, I don't knwo why you did not want to tell us your source but I can respect this decision. I am only a little bit surprised. After the demo is distributed the technology is for someone with the right tools not a secret anymore. I am know that I have no reputation at this board and my word count nothing at all but I can confirm that your source is right. I am sure you allready know this otherwise you did not post this pice of information. if we go down to the dirty details there are 5 vertexshader and 3 pixelshader that use more resources than SM2 can offer. But allmost every SM3 shader use branching (static and dynamic) and a simpel recompile to a SM2 target will end with a shader that have a very bad performance because they contains to many useless calculations and texturerequests. It looks like that not implement a SM2 path save ubi much work. From a technical point of view it is IMHO a unfortunaty decision that ubi did not accept this challenge. |
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#186 | |
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Ultra Combo
Join Date: Feb 2004
Location:
Florida
Posts: 739
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Quote:
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#187 | |
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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#188 |
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Ultra Combo
Join Date: Feb 2004
Location:
Florida
Posts: 739
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Okay, I just did what you said and I only see slight differences in the texture of the wall but can't say which looks "less flat" than the other. What I really meant was that they were almost too dark to see anything. Maybe try some shots from where you first go back outside into the rain, you know where there is that cannon. I don't know if there is any useful geometry in that part but that is the area with the best lighting. EDIT: I turned my monitors brightness up all the way, it helps a little but still can't say which is better than the other.
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-BF2: [Rage3D]Spynole -BF2142: Spynole -BF3: Spynole Last edited by Spynole : Feb 19, 2005 at 03:41 PM. |
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#189 | |
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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Quote:
The problem with the information I have is that I don't have any link to paste in here to confirm it, I didn't read it on the internet Le'ts just say that I talk perfect French... just as a hint heheok, on more serious note, I have no doubt that you can get the same piece of information anywhere on the internet, it's no secret. |
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#190 | |
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Banned
Join Date: Sep 2002
Posts: 17,288
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Quote:
For "being a generation behind" ATI cards sure do kick the crap out of Nvidias in a vast majority of the games out there (speaking of the X800XT/PE, X850XT/PE) Out of curiousity, can you name me ONE other game out there that uses this type of exclusive rendering method (either/or, not both) when it comes to rendering paths? For that matter, I bet anyone can count on one hand the number of SM3.0 games out there and still have fingers left to spare. Nvidia BS'd the entire community about how important SM3.0 will be THIS GENERATION, and their lies fell flat on their face when they tried to tout it as the clincher for them this product cycle. Their NV6xxx series cards have been out for 8 months now, and by the time SM3.0 and HDR games are available (as they are now), people will be able to use the features sure, but all at a magnificent 20 fps. Furthermore, what happened to all of the EA and EA Sports games that were supposed to offer it? What happened to the list of 1-2 dozen games that were supposed to be out by now that supported it? Hell, what happened when Crytek tacked it on, and then added the SM2.0b path as well, where ATI cards were able to outshine (performance-wise) the NV cards using the SM3.0 path by an EVEN LARGER percentage than before. For cards that are "a generation behind", their performance are still a leap ahead. Also, when given the opportunity to compete on equal footing (as in the Crytek demo made for ATIs X850 launch), it has been shown that ATI can not only do HDR and every other effect that the NV6800s can do, it can do them much faster. I still say Ubisoft dropped the ball, not ATI. ATI cards are MORE than capable of doing anything the NV ones can do, and even HDR precision wise at a higher efficiency (since SCCT is using 16bit partial precision), and we could have had 24 made available to us, and even SM2.0 path, but Ubisoft decided not to put it in there. ATI isnt the developer of the games; they provide the card/platform, and Ubisoft should provide the game to maximize that platform. They didnt! /end rant Last edited by Hamidxa : Feb 19, 2005 at 03:45 PM. |
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#191 |
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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@nole1524, just watch "exet" screenshots more closely. He did a better job to find the perfect spot to illustrate the parallax mapping effect. I only tried to find a position where you can see all the different effects at the same time. |
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#192 | |
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Something Else
Join Date: Sep 2003
Location:
Somewhere Else
Posts: 1,301
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Quote:
I did not spend £300 on a GFX card just to be forced to play with features of a card that is 4 years old. The **** is not right.
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The best game in the world (Dark Souls)
The second best game in the world (Path of Exile) i5 760 @ 4.0 | P7P55D-E | 8GB DDR3 | 180GB SSD - 1TB SATA 2 | HD 7950 @ 1175/6400 | HDAV 1.3 | M-Audio AV40 | Yamakasi Catleap 270 @ 120hz Last edited by Jaillum Malord : Feb 19, 2005 at 03:48 PM. |
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#193 | |
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Ultra Combo
Join Date: Feb 2004
Location:
Florida
Posts: 739
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Quote:
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#194 |
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Ultra Combo
Join Date: Feb 2004
Location:
Florida
Posts: 739
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Hamidxa, although I agree with most of what you post on these boards, I don't think this thread should be turned into an ATI vs NV thread.
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#195 | |
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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Quote:
I really don't see what the problem is? Anyway, concerning the above quote. Are you aware that the 6x00 series can also do the same HDR calculations as the ATI cards and also at the same speed? It's only the FP16 blending higher precision HDR which decreases performance and not the "basic" HDR implementation used in the FarCry techdemo or in the upcoming HL2 patch. It looks like you ignored this fact... Last edited by Cassini : Feb 19, 2005 at 04:01 PM. |
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#196 | |
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Banned
Join Date: Sep 2002
Posts: 17,288
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Quote:
Fair enough. The point i was trying to make is that ATI cards are more than capable of anything the NV ones are in this particular game. Furethermore, ATI is not the developer of the game, they just provide the card to play the game on, obviously; so their work here is done. Now what Ubisoft decides to do with that card is up to them. In this case, they decided to give any R3XX-R4XX card the old screw job by handicapping what they can render. They give us the finger, i give them one right back. Im not buying it, and if i do play it, im not paying for it. Yeah, there, I said it. Like one of the posters above stated: "I did not spend [$550] on a GFX card just to be forced to play with features of a card that is 4 years old. The **** is not right." |
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#197 | |
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Newbie
Join Date: Feb 2005
Posts: 15
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#198 |
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Radeon HD 7970
Join Date: May 2003
Location: Area 51
Posts: 958
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The point of all this arguing & discussion about FP16 & FP24(at least to me anyway) is that The only Game that will be getting HDR thats useable for ATI users(like myself) is Half Life 2. At the moment all HDR enabled games seem to lean more towards nvidia.
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No One Can Do **** to me,Physically-Lyrically-Hypothetically-Realisticly |
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#199 | |
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Radeon HD 6870
Join Date: Nov 2004
Posts: 257
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Quote:
Adding SM 2.0 would not have been a problem, the base code is already there. Either way, the game [and the majority of other games] still plays better on ATI hardware, despite it being SM 1.1.
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AMD Athlon 64 X2 4200+ 240x11 2640GHz Thermalright XP-90C & Panaflo 92mm Ultra DFI LANPARTY UT NF3 ULTRA-D 711 BIOS OCZ ModStream EZMod 520W 2GB (2x1024) Corsair TWINX XMS PC3200 2.5-3-2-6-1T ATI Radeon X800 XT Platinum Edition 256MB Creative Sound Blaster Audigy 2 ZS 2x Western Digital 160GB SE RAID-0 Windows XP Professional SP2 Last edited by terror_adagio : Feb 19, 2005 at 04:06 PM. |
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#200 | |
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Newbie
Join Date: Feb 2005
Posts: 15
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#201 | ||
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Radeon HD 6870
Join Date: Nov 2004
Posts: 257
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Quote:
Quote:
You also fail to mention in SC3, the SM 2.0/2.0b path is graphically the same as the SM 3.0 path. And on the flip side, there is an actual visual difference between SM 1.1 and 2.0/2.0b. You seemed to have confused that around.
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AMD Athlon 64 X2 4200+ 240x11 2640GHz Thermalright XP-90C & Panaflo 92mm Ultra DFI LANPARTY UT NF3 ULTRA-D 711 BIOS OCZ ModStream EZMod 520W 2GB (2x1024) Corsair TWINX XMS PC3200 2.5-3-2-6-1T ATI Radeon X800 XT Platinum Edition 256MB Creative Sound Blaster Audigy 2 ZS 2x Western Digital 160GB SE RAID-0 Windows XP Professional SP2 Last edited by terror_adagio : Feb 19, 2005 at 04:11 PM. |
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#202 | |
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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#203 | |
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Radeon HD 6870
Join Date: Nov 2004
Posts: 257
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Quote:
If they had included it, there would be ZERO difference. Only in performance.
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AMD Athlon 64 X2 4200+ 240x11 2640GHz Thermalright XP-90C & Panaflo 92mm Ultra DFI LANPARTY UT NF3 ULTRA-D 711 BIOS OCZ ModStream EZMod 520W 2GB (2x1024) Corsair TWINX XMS PC3200 2.5-3-2-6-1T ATI Radeon X800 XT Platinum Edition 256MB Creative Sound Blaster Audigy 2 ZS 2x Western Digital 160GB SE RAID-0 Windows XP Professional SP2 |
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#204 | |
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Radeon HD 6970
Join Date: Apr 2004
Posts: 684
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Quote:
Did you read that Demirug also confirmed that several shaders in SCCT can't be handled by SM2.0 hardware with tolerable framerate. This is not FarCry where SM3.0 has been glued on the main SM1.x/SM2.0 engine. SCCT is the first game which takes SM3.0 coding more seriously than any game before. Anyway, most people seem to forget that Ubisoft did an amazing job with SM1.x shaders and took them to a level not seen before. The only real unfortunate issue with the missing SM2.0 path is the unavailability of parallax mapping which requires at least PS2.0 shaders. The problem really is not the lack of performance, the SM1.1 path is surprisingly fast. |
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#205 |
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Rage3D Veteran
Join Date: Jun 2002
Location: Ottawa, Canada
Posts: 1,044
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Well for what its worth I think its a pretty good demo. It runs surprisingly well on my old R300 beater too.
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Cam |
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#206 | |
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Newbie
Join Date: Feb 2005
Posts: 15
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#207 | |
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Radeon HD 6870
Join Date: Nov 2004
Posts: 257
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Quote:
But sadly, we will never know for sure, since it [SM 2.0/2.0b] is being kept away by Ubisoft.
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AMD Athlon 64 X2 4200+ 240x11 2640GHz Thermalright XP-90C & Panaflo 92mm Ultra DFI LANPARTY UT NF3 ULTRA-D 711 BIOS OCZ ModStream EZMod 520W 2GB (2x1024) Corsair TWINX XMS PC3200 2.5-3-2-6-1T ATI Radeon X800 XT Platinum Edition 256MB Creative Sound Blaster Audigy 2 ZS 2x Western Digital 160GB SE RAID-0 Windows XP Professional SP2 |
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#208 |
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Rage3D Spammer
Join Date: Dec 2002
Location:
WI
Posts: 14,590
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I don't mind being stuck with SM1.1. What bugs me is I can't have HDR, tone mapping, soft shadows and parallax mapping. All those added together is a decently large visual improvement that us ATI owners will never see. ![]()
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Member of the Glorious PC Gaming Master Race-"Doesn't any game maker know how to make a PC feeling game anymore? I hate all this console afterbirth crap we're getting lately." |
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#209 | |
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Newbie
Join Date: Feb 2005
Posts: 15
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Quote:
ubi uses something that is called "übershader". At the moment if you have an DirectX engine this concept can only used meaningfull with SM3. SM2.0 did not have sufficient instruction slots. SM2.A and SM2.B did provide enough slots but missing branching. This force the chip to execute to many instructions for every single pixel. A SM3 chip will step over this unused instructions. I am not talking about dynamic branching as we allready know that a NV4X need large pixelblocks to make this run well. I am talking about static branching. The next problem with some of the shaders is that the vertexshader need to send 10 vectors to the pixelshader. SM2 (all variants) only supports 8 vectors. It is possible to reduce this number because many of this vector values depend on the position. In this case you can only send the position but than you have to do all the calculations in the pixelshader. This will slow you down again. You can work around this problems if you use an other concept but this means that you have to write extension for the engine and the toolchain you allready have. |
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#210 | |
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Momma says I'm big boned.
Join Date: Sep 2002
Location:
NYC
Posts: 3,930
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Quote:
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