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Old 07-08-04, 01:19 AM   #301
Clay
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

Please do not come here to solicit the FarCry 1.2 patch.
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Old 07-08-04, 02:37 AM   #302
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

Quote:
Originally Posted by Clay
Please do not come here to solicit the FarCry 1.2 patch.
Please hand it over
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Old 07-08-04, 04:31 PM   #303
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Talking Re: Far Cry Benchmarks - Shader Model 3.0 performance

Quote:
Quote:
Originally Posted by Clay
Please do not come here to solicit the FarCry 1.2 patch.
Easy for you to say since you have the patch so why don't you stay out of it...
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Old 07-08-04, 04:38 PM   #304
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

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Easy for you to say since you have the patch so why don't you stay out of it...
Easy for you to say since your nads aren't on the line being under NDA.
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Old 07-08-04, 04:56 PM   #305
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

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Easy for you to say since your nads aren't on the line being under NDA.
That's why God gave you two...one's a spare!
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Old 07-08-04, 05:03 PM   #306
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

Quote:
Originally Posted by bittermann
That's why God gave you two...one's a spare!

After you,
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Old 07-08-04, 05:22 PM   #307
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

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After you,
No sense since I don't have the patch : (
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Old 07-08-04, 09:55 PM   #308
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

Last warning....Sm2.0 vs sm3.0 performance in Far Cry in this thread only please.
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Old 07-08-04, 10:17 PM   #309
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

Quote:
Originally Posted by MUYA
Last warning....Sm2.0 vs sm3.0 performance in Far Cry in this thread only please.
Don't you flip me off you uncouth baby!


(kidding, of course)

I was very impressed by the gains I received on my 6800NU running the sm3 version of Far Cry. The demo allows you to switch dynamically while running it, the framerate JUMPS. How some of the review sites got these 1-2 fps differences in fps is beyond me, I tried running it several ways and still saw solid increases.

What struck me most about it was that this is an add on patch to an engine, it made me wonder what could be done if you designed the engine from the ground up to use things like geometric instancing for every duplicated leaf or blade of grass in a scene? I see this patch, and the 1.3 patch even more so, as a glimpse of next year.
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Old 07-11-04, 03:53 PM   #310
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Default Re: Far Cry Benchmarks - Shader Model 3.0 performance

As a developer I like SM3 but I have to say that you should not expect the same performance difference between SM2 and SM3 with each game that use SM3.

The new Farcry patch use two different technics to improve performance:

1. object instancing: Draws many of the same objects with different per instance data (like position) in one call. This helps to relieved the CPU. You can do this only with SM3. But if you have many small static objects like grass you can merge it to a meadow. In this case you do not need object instancing to get the performace.

2. reduce light passes: Far Cry use one pass per light. In the case you use SM3 it can merge up to 4 lights in one single pass. This means less calls (good for the CPU). Because there is some work that is equal for each light source this work will only done once for up to 4 source. This save Fillrate and Shaderpower (good for the GPU). You do not need SM3 for such things you only need a chip that can execute long shaderprogramms like every GeForceFX or the new Radeon X800. Even with the much smaller maximum programsize of the R3XX Chips you can merge some lights together. In most case you will not be able to merge 4 lights in one pass at the R3XX but 2 passes with 2 lights are better than 4 passes with one light.

What I try to say is that in the case of Far Cry you compare a to some extent optimized SM3 path with a bad optimized SM2 path.
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