HLSL shaders
Posted: Wed Jul 21, 2004 4:54 pm
Are there any plans for implementation of HLSL shaders in Blender?
More ...The HLSL was approved by the OpenGL Architecture Review Board, the standard's governing body, on 11 June and is likely to form the basis for OpenGL 2.0, the next major revision of the open graphics API.
Excellent work Kester... this could be very promising indeed !!!You can use GLSL in tuhopuu2.
It really depends on the graphics card. I test with a Radeon 9800XT and a GeForce FXGo5200. The Radeon loves it, it barely misses a step. The FX5200 does get killed.Won't this kill / hinder the performance of the game engine to some degree ???
There is a BIG difference between those two cards, especially in price. I hope you didn't mean it as a direct comparison of nvidia vs ati.alien-xmp wrote: It really depends on the graphics card. I test with a Radeon 9800XT and a GeForce FXGo5200. The Radeon loves it, it barely misses a step. The FX5200 does get killed.The FX5200 just doesn't have the fill rate, the speed is proportional to the size of the object being shaded.
Do you have proof of this? I've read nothing but article after article stating the opposite.alien-xmp wrote: Also also, gcc generates faster code than MSVC (~33%)
ATI giving better OpenGL performance than NVIDIA... I never thought I'd see the day !!!It really depends on the graphics card. I test with a Radeon 9800XT and a GeForce FXGo5200. The Radeon loves it, it barely misses a step. The FX5200 does get killed.
Interesting... is that documented somewhere / do all the developers know that ???gcc generates faster code than MSVC (~33%)
Yeah I know. One of the nvidia papers showed a similar performance jump between the 5200 and their high end models. The FX cards also have a nicer shader engine (longer shaders, dFdx works.) The FX is also running at 1600x1200, while the ATI is at 1024x768, which is 240% more pixels to shade.IoN_PuLse wrote:There is a BIG difference between those two cards, especially in price. I hope you didn't mean it as a direct comparison of nvidia vs ati.alien-xmp wrote: It really depends on the graphics card. I test with a Radeon 9800XT and a GeForce FXGo5200. The Radeon loves it, it barely misses a step. The FX5200 does get killed.The FX5200 just doesn't have the fill rate, the speed is proportional to the size of the object being shaded.
Which driver versions were you using for each as well?
I know, I was quite surprised when I saw it, and I only compiled with gcc because I was helping someone on IRC. I'm basing it on game framerates:IoN_PuLse wrote:Do you have proof of this? I've read nothing but article after article stating the opposite.alien-xmp wrote: Also also, gcc generates faster code than MSVC (~33%)
Since the game engine is mostly C++, could it be that this speed increase is limited to C++ code for whatever reason? Because for the rest of blender, I've heard quite the opposite.alien-xmp wrote:I know, I was quite surprised when I saw it, and I only compiled with gcc because I was helping someone on IRC. I'm basing it on game framerates:IoN_PuLse wrote:Do you have proof of this? I've read nothing but article after article stating the opposite.alien-xmp wrote: Also also, gcc generates faster code than MSVC (~33%)
Ballercoaster: MSVC: ~120fps, gcc: ~160fps
55Wheels: MSVC: ~30fps, gcc: ~40fps
MSVC extra compiler flags: /Og /Oip /GR
GCC extra compiler flags: -O2 -ffast-math