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#26 2008-08-17 9:10 pm

Bat
Adult's Play
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From: Björk, Björk
Registered: 2001-05-14
Posts: 24097

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

akb825 wrote:

What do you mean about tessellation in OGL 3.0? Tessellation is something that's API independent and is generally done on the software side, with the exception being geometry shaders. (which IIRC are supported in OpenGL 3.0)

I mean analogous to how tesselation is a formal part of DX11, altho the 360 has hardware tesselation, as have ATi cards for some time now (from the 2xxx on). NV chips/cards lack that, and apparently will until they release DX11-compliant parts.

Since Halo 3 has geometry out to the visible horizon, a point Bungie emphasized from the 'Making of Announce' trailer on, I've assumed they used it; and with NV lacking anything analogous, my PC port will be sadly delayed for reasons of "fairness."

I've been at this one for awhile.

Features include new shader technology that begins to allow developers to position GPUs as more general-purpose parallel processors, rather than being dedicated solely to graphics processing; better multi-threading capabilities; and hardware-based tesselation.

Said newly promoted Microsoft's Entertainment Business Division CTO Chris Satchell during a Gamefest keynote, "We want to break away from purely having a paradigm of pixels, vertices and shaders."

http://www.maclife.com/forums/topic/106778  and elsewhere

http://www.gamasutra.com/php-bin/news_i … tory=19522

I have some memory of tesselation in future being doable on both geometry shaders and dedicated units, but I'm having a tough time pinning that down.

An example...

ATI Radeon™ HD 2600 Feature Summary
...

Dynamic Geometry Acceleration
High performance vertex cache
Programmable tessellation unit
Accelerated geometry shader path for geometry amplification
Memory read/write cache for improved stream output performance

My bolds.

It's been mentioned here and there for some time, but apparently, off the 360, dev support isn't there, as NV doesn't haz it, and won't for some time.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#27 2008-08-17 9:58 pm

Metacell
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

ATI previousy had a different kind of tesselation support in select games like Morrowind, but since devs never took off with it, it was abandoned in later chips.


...having nothing in them of the feelings or principles of '76, now look to a single and splendid government of an aristocracy, founded on banking institutions and moneyed incorporations under the guise and cloak of their favored branches of manufactures, commerce and navigation, riding and ruling over the plundered ploughman and beggared yeomanry. -- TJ

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#28 2008-08-17 11:06 pm

akb825
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From: In a secluded room
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Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

I was finally able to find a description other than "OMG BUZZWORD THIS IS TEH COOLZORZ" on the Wikipedia page for the R600. It looks interesting, but since it's trying to generalize improving detail on the geometry (kind of like image enhancement, but for 3D) I wonder how easy it would be to set up for each model, and how often does it ends up giving you a shape you don't want. Even if it became available on all hardware, I wouldn't be surprised if developers still manually handle their LODs to make sure it always looks right.


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#29 2008-08-18 2:22 am

Bat
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From: Björk, Björk
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Posts: 24097

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

Metacell wrote:

ATI previousy had a different kind of tesselation support in select games like Morrowind, but since devs never took off with it, it was abandoned in later chips.

TruForm. I miss it.. it was given brief mention in the Wiki article.

akb825 wrote:

I was finally able to find a description other than "OMG BUZZWORD THIS IS TEH COOLZORZ" on the Wikipedia page for the R600.

Yup, that's it. The Xenos work clearly gave ATi the early tech lead in this more modern iteration.

Since the Xenos contains similar hardware, and Microsoft sees hardware surface tessellation as a major GPU feature with proposed implementation of hardware tessellation support in future DirectX releases (presumably DirectX 11),[5][3] dedicated hardware tessellation units may receive increased developer awareness in future titles. It remains to be seen whether ATI's implementation will be compatible with the eventual DirectX standard.

Not only does that need updating, it needs correcting. There were a surprising number of games that supported TruForm, including RtCW (OpenGL). A2daj confirmed for me a few years ago that after ATi removed TF support on PC Summer '05, Mac drivers still had it... and while only the Radeon 8500 had true hardware support, shader magic enabled some mighty nice curved-looking surfaces on later cards like the X800 XT (I have screens).

(And if ye author thinks MS isn't going to push for universal adoption of an important Xenos/360 feature in DX11 PC games and ports, he must still believe in the Tooth Fairy).

It looks interesting, but since it's trying to generalize improving detail on the geometry (kind of like image enhancement, but for 3D) I wonder how easy it would be to set up for each model, and how often does it ends up giving you a shape you don't want. Even if it became available on all hardware, I wouldn't be surprised if developers still manually handle their LODs to make sure it always looks right.

Like anything else, it'll take time. Bungie appears to have used it principally not for their figure models, which are about average for polys these days, but to push 'real,' poly-based 3D out to very long distances. Invisible walls are used to keep players from reaching anything miles away (or even much closer), rather breaking an early promise; but I'm guessing other resources like RAM proved completely inadequate to allowing the kind of free-form gameplay otherwise possible with that. But the enviros otherwise look very real; there are 'real' polys out virtual miles away, in goodly numbers, in things like mountains. It helps, even tho you can't reach them.

I hope that, as with Halo 2 Vista which uncapped the LOD from XBox 1 to cinematic (max), Halo 3 PC can have some code switch thrown that leverages years of PC horsepower improvements, including tesselation-related issues.

Last edited by Bat (2008-08-18 4:51 am)


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#30 2008-08-18 1:03 pm

Bat
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From: Björk, Björk
Registered: 2001-05-14
Posts: 24097

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

akb825 wrote:

I wonder how easy it would be to set up for each model, and how often does it ends up giving you a shape you don't want. Even if it became available on all hardware, I wouldn't be surprised if developers still manually handle their LODs to make sure it always looks right.

Some work was done by independents, and one or two OpenGL renderers done for Deus Ex as I recall. Not half bad, in one screen I have somewhere; you can probably still google it... IIRC there was a switch in the Registry that could turn TF on for any given game, but without extra work the results could look strange. RtCW used it mainly on the figure models, Unreal 2 multiplayer (XMP) could enable it (this is original, un-inited, from the U2SE):

[D3DDrv.D3DRenderDevice]
DetailTextures=True
HighDetailActors=True
SuperHighDetailActors=True
UsePrecaching=True
UseTrilinear=True
AdapterNumber=-1
ReduceMouseLag=True
UseTripleBuffering=False
UseHardwareTL=True
UseHardwareVS=True
UseCubemaps=True
DesiredRefreshRate=60
UseCompressedLightmaps=True
UseStencil=False
Use16bit=False
Use16bitTextures=False
MaxPixelShaderVersion=255
UseVSync=False
LevelOfAnisotropy=1
DetailTexMipBias=0.800000
DefaultTexMipBias=-0.500000
UseNPatches=False
TesselationFactor=1.000000

CheckForOverflow=False
DecompressTextures=False
UseXBoxFSAA=False

IIRC Tesselation Factor could be up to 2 or 3. I exchanged emails with tech support about disappointment TF wasn't in Campaign, which could've used it, and it was speculated Legend would patch that next. Sadly Legend was folded immediately after XMP's last patch. (Many ideas from the heavily vehicle-based XMP somehow found their way into UT2004 shortly afterwards... hmm) With Epic = TWIMTBP, hardware tesselation was never going to be added to UT3 PC, but considering sales, maybe it should've been. Wonder if it is on the tree-sitty.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#31 2008-09-01 2:04 pm

Bat
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From: Björk, Björk
Registered: 2001-05-14
Posts: 24097

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

akb825 wrote:

I was finally able to find a description other than "OMG BUZZWORD THIS IS TEH COOLZORZ" on the Wikipedia page for the R600. It looks interesting, but since it's trying to generalize improving detail on the geometry (kind of like image enhancement, but for 3D) I wonder how easy it would be to set up for each model, and how often does it ends up giving you a shape you don't want. Even if it became available on all hardware, I wouldn't be surprised if developers still manually handle their LODs to make sure it always looks right.

Here's moar.

Tessellation
If there's one aspect of the DirectX 11 specification you've probably heard plenty about already, it's tessellation. {Well, not everybody... wink} Indeed, hardware tessellation support is actually nothing new these days in a sense, as it originally found its way into the Xenos GPU used by the Xbox 360, and was later transplanted wholesale into AMD's Radeon HD 2000, 3000 and 4000 series graphics boards.  If you need a reminder as to what the tessellation unit in this hardware is all about, then be sure to check out the relevant section of our Radeon HD 2000 series technology preview.

akb825 wrote:

Bat wrote:

..like APIs halfway to the present CUDA and CTM/Brooke+, to be united in the coming year under the OpenCL label (tho that goes beyond graphics into stream computing and other more general apps). Should be an interesting year.

Above should be a good read. H3 has some nifty effects...


...Sci. tongue

Actually, the XBox360 and PS3 APIs are nothing like CUDA. The XBox360's version of D3D basically has extra functionality that allow you to have better control over memory usage and controlling the graphics hardware, but the code is still located on the CPU. It still streams instructions to the GPU just like D3D for the PC, while the only code that runs directly on the GPU are the shaders. The PS3's library is much the same, but even lower level, requiring much more manual labor in managing the resources, which is also true for the Wii. (though the Wii doesn't use shaders, while the PS3 does...) CUDA is more for running arbitrary code on the GPUs.

The article also goes into the Compute Shader functionality going into D3D11.

DirectX11 Overview at Elite Bastards


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#32 2008-09-03 4:40 pm

Bat
Adult's Play
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 24097

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

If that wasn't enough (or was perhaps too much/geeky), Loyd Case writes about it readably at ExtremeTech.

While most of the attention at Nvision 2008 seemed to revolve around the LAN party, professional gaming tournaments, booth babes, and interesting games and applications, there was also a professional development conference going on.

Most of the action revolved around CUDA (compute unified device architecture), Nvidia's technology for using GPUs in massively parallel applications. However, Kev Gee of Microsoft showed up and gave a quick one-hour overview on Microsoft's upcoming DirectX 11—in particular, Direct3D.

Given the brief time, Gee had to compress a lot of information into an hour, but we came away with a better understanding of what DirectX 11 will bring to the table. In some ways, it's not as radical a change as DirectX 10 was. But it does introduce some important features. What follows is based on Kev Gee's talk at Nvision 2008. Since DirectX 11 is a work in progress, some of these bits of information could change before release.

DirectX 11: Sooner than You Think

...and on 8/15 Jason Cross wrote about

Highlights from SIGGRAPH 2008

The SIGGRAPH conference (yes it's an acronym, for Special Interest Group on GRAPHics and Interactive Techniques), an annual event put on by the ACM for those in the field of computer graphics. Back when it started in 1974, that was a pretty limited group. Today, it comprises of a huge field of CG and visual effects programmers, animators, modelers, researchers, hardware vendors, etc. It sounds like a non-stop display of awesome computer-generated graphics, right?

But SIGGRAPH is a professional conference, not geared toward the public or the end products they consume. If you're a professional artist looking forward to the latest features in ZBrush, or a professional/academic researcher that wants to see a presentation on research into how well people can pick out cloned characters in computer-generated crowds, this is your show.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#33 2008-09-03 11:15 pm

akb825
ph34r teh master sword
From: In a secluded room
Registered: 2003-12-25
Posts: 6346
Website

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

The slides seemed to give a pretty good overview. I'm looking forward to having shaders be more general purpose, since being able to use more advanced data structures in shaders will open the doors for more advanced rendering techniques. The tessellation also seems to be fairly interesting, but it seems like it will change the whole mesh creation process, since it deals with patches rather than triangles. Even though they talk about the "better multiplatform possibilities", both platforms being managed by Microsoft don't count. At least it should be fairly easy to convert a mesh of patches meant for tessellation down to a mesh of triangles for other platforms, though, since you just need to run a similar tessellation algorithm on the mesh and output the triangles.


My software

"Standards are for n00bs!!!" -Microsoft

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#34 2008-09-04 3:40 am

Bat
Adult's Play
Royal Wombat
From: Björk, Björk
Registered: 2001-05-14
Posts: 24097

Re: 'OpenGL 3.0 Specs Released, Unhappiness Ensues'

akb825 wrote:

The tessellation also seems to be fairly interesting, but it seems like it will change the whole mesh creation process, since it deals with patches rather than triangles. Even though they talk about the "better multiplatform possibilities", both platforms being managed by Microsoft don't count.

Yah. I hadn't realized until recently that patches were the new primitives in this, actually replacing triangles. The hardware will cross platforms, the APIs etc will have to change a bit... but this is an MS-driven thing, begun on the 360, extended to PC via Winders, both DX. But as you point out, the transition will be made to other platforms with a bit of work. And backwards compatibility will be maintained, at least back to DX10.

Tho Metacell will probably be all upset for awhile... cool


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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