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Old 08-23-04, 11:26 AM   #1
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Join Date: Jul 2004
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Default UltraShadow I and II in DOOM3

This was originally posted by SHATAAN on Guru3D. After reading it I decided to copy and past (and link the original thread's URL at the bottom) for convenience. It looks to be some *very* interesting info:-

"I added the same commandline to my config, and as far as I know it is working. They say that it does work for the 5900/5950s.

seta com_fixedTic "-1" removes 60 fsp cap

""You may remember I had posted details last week that UltraShadow II wasn’t being utilized for Doom 3, like most of you had expected it would. John Carmack mentioned that it can be enabled, but it may require unreleased drivers.

I emailed Brian Burke at NVIDIA about this, to see if the latest 61.77 drivers supported UltraShadow II, and whether the technology can be used in Doom 3. Here’s what he had to say:

"The NVIDIA Forceware graphics driver version 61.77
and the GeForce FX and 6 Series of GPUs provide
superior performance in Doom 3 thanks in part to
NVIDIA’s UltraShadow technology. The retail box
version of Doom 3 transparently benefits from
UltraShadow II’s efficient Stencil Shadowing Engine.

Doom 3 also directly supports UltraShadow II’s depth
bounds test for accelerating shadow volume rendering,
but this feature must be explicitly enabled with
the r_useDepthBoundsTest console variable."

How UltraShadow II Affects Doom 3

Turning up multisampling (FSAA) and turning down anisotropic filtering and texture detail is a way to see benefits of UltraShadow II at work. Essentially those on low-end computers can benefit it the most. Here’s a technical explanation by an unnamed NVIDIA employee about how UltraShadow II works in Doom 3 and how to benefit from its technology:

The benefit from “r_useDepthBoundsTest 1” will be greatest when you turn up multisampling and increase your screen resolution and turn down (or simply leave alone) things that affect shading speed (aniso, texture detail).

This is because “r_useDepthBoundsTest 1” improves the stenciled shadow volume rendering performance portion of Doom3’s rendering workload (but can’t help the shading portion).

You can SEE the benefit of “r_useDepthBoundsTest 1” by also enabling “r_showShadows 1” (that renders the shadow volumes in wireframe to visualize the shadow volumes that are otherwise rendered invisibly). If you toggle betweeen “r_useDepthBoundsTest” on an off, you’ll see less wireframe shadow stuff is rendered. This is indicative of the kind of pixel update savings going on when “r_useDepthBoundsTest” is enabled.

The wireframe shadow volume pixels you no longer see being rendered when “r_useDepthBoundsTest” is on are for pixels that are NOT going to be in shadow for a particular occluder. UltraShadow is effectively saving this pixel update work.


He also gave more technical details about UltraShadow II.

UltraShadow II is a collection of a number of technologies including the following:

Stencil Shadowing Engine which includes:
two-sided stencil
fast z/stencil-only rendering
fast z/stencil culling
programmable depth bounds test

To enable UltraShadow II in Doom 3,
bring down the console by holding down
CTRL+ALT and hitting the ~ key. Type
in r_useDepthBoundsTest 1 and hit enter.
Then type vid_restart and hit enter. UltraShadow II
should be enabled if you’re using the
latest ForceWare and 6800 series card."

UltraShadow II was included as a feature in the NV35=5900/5950 cards as well."

Last edited by Shataan on 08-23-2004 at 03:27 PM"

Here's the original thread on Guru3D.


Core 2 Duo e6750
Gigabyte N650i DS4 Motherboard
4GB PC 6400 Corsair XMS2 DDR2 RAM
Zalman CNPS 9700 HSF
Thermaltake Soprano Case w/ clear side door and all three fans mounted
Antec TruPower 2.0 PSU
Gigabyte Geforce 8600GTS Fanless
2 x Dvico Hybrid HDTV tuners
1 x Loewe 32" SDTV @ 1440x820 custom res via SVIDEO
(can't afford a new TV just yet)

Originally Posted by NVJoe
In defense of Cooper Lawrence : "I hate gamers and the gaming community."
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