"Not since government devoted itself to race biology have such an extreme ideology been deemed clean. But now the racism has returned. Back then niggers were stupid, vagrants were dirty, gypsies were thieves and jews were greedy. Now it is men that are guilty. Only by being men."
- Johan Hakelius, Aftonbladet
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New dynamic brancing demo
Thursday, July 1, 2004 | Permalink

Here's a demo that does dynamic branching, without the need for pixel shader 3.0, and still receives the huge performance boost that pixel shader 3.0 dynamic branching supposedly gives when utilized in a similar fashion.

Enjoy!


2004-07-03:
Since it seems people have lost the ability to understand smilies I removed the first line of this post. Couldn't have imagined that people would feel so seriously offended by it, and I certainly didn't foresee the amount of crap I would recieved for it.

2004-07-04: Did a minor update to the demo to work around the performance drop issue on nVidia cards. The demo will now let you choose between doing a full stencil clear or simply zero it for surviving fragment. The former method seems to be required for this technique to see any performance gains at all on nVidia hardware, while both methods run fast on ATI card, the latter at a higher speed though. In order to get maximum performance it will choose zeroing as default for ATI and full stencil clear on everyone else. I don't know if that assumption holds true for other vendors though.

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Humus
Wednesday, August 4, 2004

Well, if the bottleneck is in the vertex pipeline, then this technique will be a slowdown. If on the other hand the fragment shader is the bottleneck, then this technique will be a speed-up. How large of an increase you get depends on how complex the fragment shader is. The more complex, the higher the gain of using this technique.

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