View Full Version : Which card do you think is gonna power DOOM at E3?
Both NV30 and R300 have shadow volume in hardware. What NV35 and R350 do (from what I can tell) is allow certain z-functions and stencil (which is how doom3 shadows are done) to be done independently.
What exactly do you mean in hardware tho? I can do hardware shadow volumes on my gf4, just by projecting vertices using a vertex program. Its hardly efficient tho. Some of nv dev rel's mentioned a totally new approach of the hardware calculating proper shadow silhouettes in hardware. This was pie in the sky talk a while back tho.. But NV30 and R300 have no support for accelerating shadow silhouettes AFAIK.
Lezmaka
05-02-03, 02:28 PM
Originally posted by Nutty
What exactly do you mean in hardware tho? I can do hardware shadow volumes on my gf4, just by projecting vertices using a vertex program. Its hardly efficient tho. Some of nv dev rel's mentioned a totally new approach of the hardware calculating proper shadow silhouettes in hardware. This was pie in the sky talk a while back tho.. But NV30 and R300 have no support for accelerating shadow silhouettes AFAIK.
http://www.nvidia.com/docs/lo/2430/SUPP/PO_GFFX_Consumer_030503.pdf
Hardware-acclerated shadow effects with shadow buffers
Now if you still can't get it, I give up.
You people better trust Nutty, he knows what he's talking about :)
Shadow Buffers *isn't* the same thing as Shadow Volumes.
Nutty is pretty much right by saying there is little hardware optimization going on for shadow volumes.
Uttar
BTW, it seems shadows will be a more important part of the NV35 demos - as could have been supposed considering there's a Shadow Volume Accelerator. In fact, I think they'll even show a few nifty things with shadows. But don't worry, there's less than 2 weeks left before it's all shown publicly :)
Oh, and BTW, the demos still aren't optimized. Good luck to all the nVidia employees who're gonna get in big trouble if they run too slowly at launch!
Uttar
Does this also mean that the drivers are not optimised as much for shadow buffer effects? Or just the demos for NV35? :confused:
Shadow buffer implementations use pretty much generic features. You basically just render the Z buffer of a scene from the lights point of view straight to a texture, and use this to calculate which fragments are shadowed and which aren't.
Basically it just uses the render to texture features, which have been optimized quite a bit recently. Just its a Z buffer format texture rather than RGB(A).
To get this fast, you need fast Z writing. (This is why Nv30 does 8x1 in Z write only. i.e. it speeds shadow buffers up alot. As there is no texturing going on at this point). And decent render to texture speed.
vBulletin® v3.7.1, Copyright ©2000-2012, Jelsoft Enterprises Ltd.