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rendezvous
11-10-03, 04:27 AM
Originally posted by StealthHawk
It's a matter of increasing fillrate. Think Doom3 stencil shadows.

I'd say don't think stencil shadows since they don't use any texture units at all.
Think decal texture + lightmap + detail texture + environment map +..., if the hardware has more texture units it can draw more of those texturelayers in one clock.

StealthHawk
11-10-03, 03:57 PM
Originally posted by rendezvous
I'd say don't think stencil shadows since they don't use any texture units at all.
Think decal texture + lightmap + detail texture + environment map +..., if the hardware has more texture units it can draw more of those texturelayers in one clock.

Hmm, ok then. I thought people always said that the dynamic shadows were the most resource/fillrate intensive part of Doom3.

rendezvous
11-10-03, 05:03 PM
Originally posted by StealthHawk
Hmm, ok then. I thought people always said that the dynamic shadows were the most resource/fillrate intensive part of Doom3.
Original quaestion
with 4x AA, what is the advantage of two texture units per pipe? or is this a matter of increasing pixel shader performance?

The stencil shadows are fillrate intensive. They take up a massive amount of the screen and with high overdraw. But a higher number of textureunits won't help you at all since there are no textures involved in drawing the shadow volume, just reading from and writing to the depth and stencil buffers.

-=DVS=-
11-10-03, 05:28 PM
In other words you need more pipes with big cloack rate not more texture units per pipe :rolleyes2

Future games are more fill rate dependand it would seem..

nobie
11-10-03, 08:31 PM
those were my thoughts....how important is multitexturing going into the future? assuming pixel shader performance is king, rather than pure fill-rate (we're not in the days of Quake 2 anymore)