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Developers over T&L vs Fillrate

Voodoo Extreme heeft meer reakties toegevoegd aan hun Developers on T&L vs Fillrate artikel. De opvattingen van Michael Persson / Shiny Entertainment:

Since we are using scalable geometry for all characters in Messiah we are not as much fill rate bound as we are number of triangles bound. With upwards of 15,000 polygons per character on my K7 with a TNT2 we need a lot of transformations done in a hurry. I haven't implemented the T&L for the Geforce card yet, since it requires a fair amount of caching control as the geometry changes rapidly for the models and the Geforce pipeline is not really built for that. Imagine that. A next generation video card that likes static vertexbuffers? What was it videocard manufacturers have been preaching for years? "Use scalable geometry to get the most out of our card!". Oh, well. But the T&L when implemented properly should still present a significantly higher average number of polygons per character than any other current card, especially on processor bound systems.

The high fill rate in itself is not really interesting from our perspective, but when used to drive the T-buffer it makes a whole lot of sense. For my money the T-buffer is going to present the biggest change of how PC games look than any new rendering technique presented over the last few years. Antialiasing is suddenly enabled on all your old games, and for games programmed specifically for it, the depth of field and motion blur makes for very interesting effects in future games.

Since the T&L requires special programming efforts it will not immediately be available in a lot of games, but since the card pipeline is pretty much built for your run of the mill FPS it shouldn't take long before patches for the most popular games makes it out making the T&L a good decision for people that just can't take playing at less than 120 FPS.

Door Femme Taken


29-09-1999 • 17:56

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Bron: Voodoo Extreme


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