Jump to content

  • Log In with Google      Sign In   
  • Create Account

DemonRad

Member Since 31 Jan 2012
Offline Last Active May 21 2014 12:07 AM

Posts I've Made

In Topic: AMD's Mantle API

05 February 2014 - 05:00 AM

I'm very interested in Mantle, my main concern is not performance (still good to have), but doing some experimenting with new render tecniques, months ago I heard rumors about a new forward rendering tecnique from ATI, but found nothing about that, maybe now I'll see if that is possible. Does anyone know if it is possible to get symbols from Mantle even without the SDK? I'd like to try something already.


In Topic: AMD's Mantle API

31 January 2014 - 05:20 PM

nice does not seem very complicated


In Topic: Texturing procedural terrain

31 January 2014 - 06:33 AM

virtual texturing?


In Topic: How long would you support Shader Model 2?

31 January 2014 - 06:11 AM

well using directly SM4 makes programmer life very easy, this is true.

 

PC stats:

stats from unity webplayer: http://stats.unity3d.com/web/gpu.html

stats from wikipedia: http://en.wikipedia.org/wiki/Usage_share_of_operating_systems

 

14% of people have SM2

10% of people have SM3

7% of people have OS X

 

Purely looking at those stats, makes more sense supporting SM2 than SM3 or OS X.

 

If you are going to make a mobile game you probably want to use some tool/SDK that target mobile instead of making your own native port, in that case you do most stuff in SM2 anyway because mobiles are a topic apart.

 

A lot of people with expensive hardware just play top AAA next-gen games and don't even bother with indies, so as far as there's a good portion of audience with SM2 I'll probably stick to that. If you start making tricks of sort to get that graphics effect because you are more focused on graphics than on gameplay then it is good idea you just start with SM4 and stop having troubles. (there's still a lot amazing stuff that can just be done on SM2, and by the way I'm more a shader writer than a game maker, don't misunderstand me I love SM4.)

 

I don't support something only if there are good reasons to do so (performance hit, maintenance hell, personal skill limits).

 

Most people is not able to change their videocard (even if cheap), and anyway laptops are less easy to customize, so I don't rely on the fact that "people will probaly spend 30 dollars to buy a cheap card to play my 10 dollars game", it is more likely that people  "spend 100 dollars to buy a decent card to play a recently released AAA title".


In Topic: How long would you support Shader Model 2?

31 January 2014 - 04:49 AM

there's very few stuff done only in SM4, rewriting a simple frag/vert shader both for SM2/SM3 is question of minutes (most time) and don't require any changes to the C++ part. I know GPU vendors will sell more GPUs if games stop supporting old shader models, but actually there's no maintenance burden for me in supporting them (well If someone start having thousands line of shaders then maybe it is not a good idea to support SM2 anymore XD).

 

this also depends on your framework and assets pipeline, I don't know how many people requires effort also on C++ side to support certain stuff.


PARTNERS