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View Full Version : Farcry 1.2 patch supports 3Dc and PS2b?


jbirney
07-22-04, 10:37 AM
I thought to add this info into the current thread: http://www.nvnews.net/vbulletin/showthread.php?t=32634&page=1

But that thread was created for SM3.0 so I was not sure if I should post this info there even though it could be relevent. Anyways looks like the ATI users did not get forgotten about on this patch. A B3D user was able to take the PS3.0 shaders and covert them to PS2.0 code and run it on his FX card (with some minimal gains). He stated that you could combine the lighting down to one pass and do other prefromance saving tweaks that were done in PS3.0 in existing PS2.0 code. He was sort of upset that Crytex did not even try to get the most out of PS2.0 and instead jumped to PS3.0 Looks like Crytex figured this out as there is a new SM2.0b path in the 1.2 patch/

Found this from another user at B3D:


just read the 2 readme file in farcry/support, and yes they mention geometry instancing in sm20b one.

from ShaderModel20Beta.rtf :

What features do you use from SM 2.0b in order to increase your rendering performance and what are the average benefits in percentage over SM 2.0?
Actually we use 2 main features with SM 2.0b:

1. Pixel/Vertex shaders 2.0b used mostly in indoor scenes (where we use per-pixel lighting heavily) which allow us to draw several light sources in a single pass.
2. Geometry instancing is used mostly in outdoor scenes for vegetation. We split all vegetation to groups and draw them using a optimized code path in a single draw-call.
So in the SM 2.0b path performance in both indoor and outdoor scenes is improved. With geometry instancing we have a performance increase of up to 30%, with SM 2.0b lighting - up to 40%.
The most significant part of SM 2.0b is that it allows us to increase the lighting and geometry complexity without big performance decreases. In the current generation engine (FarCry: CryENGINE) we optimized our indoor and outdoor scenes taking into account current available hardware (SM 2.0 compliant). As a result the number of dynamic light sources in indoor scenes are limited (depends on scene). In outdoor we use aggressive LOD factors (switching from 3D-models to sprites in the near distance) to reduce the number of calls. But with SM 2.0b it’s easily possible to increase the number of dynamic lights and using more dense forest without big impact to performance.


Seems like using the above path, ATI Users should get some gains from this as show today by XBIT:
http://www.ixbt.com/video2/fc12-2.shtml


And maybe even 3Dc already in 1.2 as this the output of one B3D user that has a X800 card:


Use Hardware Shaders for ATI R420 GPU
Pixel shaders usage: PS.2.B, PS.2.0 and PS.1.1
...
HDR Rendering: MRT
MRT Rendering: Disabled
...
Using '3Dc' pixel texture format



I did not make this thread to start a pissing contest or to cause flames. Just to point out some things that will give ATI user a speed boost. Its nice to see a developer working with BOTH IHVs.

jAkUp
07-22-04, 10:45 AM
Interesting... Yes that is good, would like to see some graphs on how much it benefits

Ruined
07-22-04, 10:45 AM
I did not make this thread to start a pissing contest or to cause flames. Just to point out some things that will give ATI user a speed boost. Its nice to see a developer working with BOTH IHVs.

Which developer do you feel hasn't worked with both IHVs?

Clay
07-22-04, 10:59 AM
Yeah this is always nice to see but I'm not surprised in any way. I echo Ruined's question.

anzak
07-22-04, 11:19 AM
He was sort of upset that Crytex did not even try to get the most out of PS2.0 and instead jumped to PS3.0 Looks like Crytex figured this out as there is a new SM2.0b path in the 1.2 patch

CryTex ehh ;)

The SM2.0b path will show almost no gain in performance since it uses the same techniques as the SM3.0 path. 3Dc will not be supported until the 1.3 patch.

PeterJensen
07-22-04, 11:49 AM
Anzak look here :

http://www.tagteam.dk/download/pic3.png

and here

http://www.tagteam.dk/download/pic2.png

R420 SM 3.0 should be R420 SM 2.0b

anzak
07-22-04, 12:16 PM
Trust me, I have done a far share of testing and the only places that see an improvement don't need them to begin with (with the acception of Volcano). If you want a nice performance boost overall, download the 62.20 Betas.

PeterJensen
07-22-04, 12:24 PM
anzak they dont work on my x800pro :)

jbirney
07-22-04, 01:36 PM
Which developer do you feel hasn't worked with both IHVs?

Doh my bad. There is a differences in working with a developer. We all know that every IHV will try to work with the developer to get bugs out. However we know that some developers will just ignore IHVs. Epic for example did not even look at how UT2k3 ran on a R300 until after they shipped Game!

And given that other TWIMTBP games have allowed features on one IHV and not the other, even though both IHVs hardware could do the feature, it was nice to see them listen to both IHVs.

cthellis
07-22-04, 01:42 PM
Which developer do you feel hasn't worked with both IHVs?
Well BioWare perhaps. I mean, have you SEEN NWN over the years? ;)

gordon151
07-22-04, 02:05 PM
anzak they dont work on my x800pro :)

Did you properly uninstall your previous set before installing them :p?

euan
07-22-04, 03:41 PM
Which developer do you feel hasn't worked with both IHVs?

That company that made bridgeit! :drooling: