Deferred shading - Materials attributes

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29 comments, last by AndyTX 16 years, 1 month ago
Quote:Original post by wolf
just try it at some point. Take a common graphics card that the target group of your game is using and throw a 3D texture on it :-)

Oh I definitely have and 3D textures are reasonably well handled on GF6/7 series cards and very well handled on G80 (as in, no slower than an equivalent 2D texture array or atlas, etc.). I'm not sure what sorts of tests that you've done, but the performance of 3D textures scales a lot more with access patterns than otherwise. Hell we even have several volume rendering applications at RapidMind that use 3D textures and are reasonably efficient.

Quote:Original post by wolf
Stalker: what was described in articles and what has shipped in Stalker must not have been the same thing. They had a very well scalable renderer that switched on and off a lot of features

Well obviously I'm not qualified to comment on how their shipping renderer works, but I'd be very surprised if they dropped the 3D texture idea or even scaled it. They heaped lots of praise for it in the GPU Gems 2 chapter, and the only real fallback would be dynamic branching or multipassing per material. Neither of the these would be reasonable on anything pre-G80, so I'd be surprised if they didn't just use the 3D texture BRDF as stated.

Quote:Original post by wolf
You want enough deltas in there to make lighting look good. Linearly interpolating the values does not give you enough variety. So you end up with a 3D volume texture that will be too big for the target hardware.

I'm not sure what you're trying to say here... the amount of "detail" that you can get from your BRDF texture is more related to its resolution than its precision. Even for resolution I can't see you needing any more than 256x256 per slice, and even that is probably overkill. I would also expect these textures to compress excellently as they are almost certainly quite continuous and smooth (you can't want discontinutities in your BRDFs!).

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