"I really didn't foresee the Internet. But then, neither did the computer industry. Not that that tells us very much, of course - the computer industry didn't even foresee that the century was going to end."
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Query FailedDa3dalus
Sunday, July 11, 2004

I just tried it again with Catalyst 4.7, and it behaves the same (a little lower framerate when using both compressed base maps and bump maps than when using only compressed base maps).

I actually got slightly higher framerate with 4.7 than with 4.6 in this demo (all hardware, settings, number of processes etc are pretty much the same). It's only 3-4 fps higher, but still nice

JONGPD
Sunday, July 11, 2004

Thank you kindly.


Humus
Saturday, July 10, 2004

MesserFuerFrauSchmid,
there are never any performance guarantees whatsoever, regardless what you do, so that's not even an argument.

pro,
have you tried with full stencil clear enabled? On nVidia hardware you must use full stencil clear for dynamic branching to be faster.

Alstrong
Saturday, July 10, 2004

Is that it?! Where's the rest of them?

pro
Saturday, July 10, 2004

Yes, I use the latest version of your program, (disabled full stencil clear), DirectX 9.0c and Detonator 61.21. You wrote that there is no performance gain on nVidia hardware when full stencil clear is on. I think you mean it is neither faster nor slower. This is also the case for me (20 fps when dynamic branching is on compared 21 when off). So it should be a lot faster (probably 40+ fps) on those other nVidia cards becaused of the saved shader power.

Getting this to work would be very important for me because I am currently experimenting with a soft shadows algorithm based on your latest SelfShadowBump demo which could get nearly as fast as with vanilla shadow mapping. (now its only half the fps)

Anonymous
Friday, July 9, 2004

=P

Anonymous
Friday, July 9, 2004

:P

Nadja
Friday, July 9, 2004

Do you have to be so cool? :-P

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