On Thu, Feb 03, 2005 at 01:54:17PM -0500, Daniel Phillips wrote:
> On Thursday 03 February 2005 13:33, Timothy Miller wrote:
> > Were it only that simple.
> >
> > While it is possible to fill the entire screen that fast in one
> > single operation, you forget the fact that to construct a scene, many
> > pixels are over-drawn multiple times (that's why we have
> > Z-buffering).
> 
> Decent engines do very little overdraw.  Hidden geometry is removed 
> before it ever gets to the card.  In ID games, only movable objects are  
> dumped into the Z buffer on top of the scenery, which is only one pixel 
> deep.  ID puts a huge load on the graphics card, but it's not overdraw, 
> it's things multitexturing and more recently, shaders.  I don't know 
> too many details about the Unreal engine, but I'm fairly confident they 
> don't just dump all their geometry onto the card either.

Not everything is quake though (and it's derivatives). Techniques to
avoid overdraw in 1st person shooters and similar *static* *close space*
environments have been developed to a great extend, but there are a lot
of applications out there that do totally different things, and most of
the time avoiding overdraw is not feasible. Especially in programs with
highly dynamic 3D environments.

Personally I don't care if it's going to be an ASIC (which I take it
means a fixed chip) or an FPGA since I'm not a hardware hacker, but I do
realize that a lot of people are looking forward to be able to tinker
with the thing, and I respect that. However let's not forget that in
order to be competitive and viable to the non-hardware-hackers, speed is
an issue of major importance.

-- 
John Tsiombikas (Nuclear / the Lab)
[EMAIL PROTECTED]
http://thelab.demoscene.gr/nuclear/
_______________________________________________
Open-graphics mailing list
[email protected]
http://lists.duskglow.com/mailman/listinfo/open-graphics
List service provided by Duskglow Consulting, LLC (www.duskglow.com)

Reply via email to