Let the scene design a computer!!!!
category: general [glöplog]
but besides all this blabla,
i do think most (demo)coders suck goddamn ass ;-)
i do think most (demo)coders suck goddamn ass ;-)
...but then again, most demo people are not professional game developpers like fr etc. and just coding some graphics stuff out of interest/hobby.
that's bullshit.
not everyone in fr is a pro game developer (as if that's a 'license to code good demos', absolutely untrue), but in general their productions show off more skill than we're used to from others. fact is that graphics coding has a lower 'entrance level' than ever before, so there are more and more guys around with lesser overall programming experience and nihil to zero knowledge about the so-cliche-but-oh-so-fucking-important 'tricks of the trade', usually picked up during years of experimentation and practice.
and besides that, we must credit fr for actually investing time in what they do. if some others would do the same (i feel bad about this myself for instance), a lot of productions would have a reasonably to remarkably higher quality.
not everyone in fr is a pro game developer (as if that's a 'license to code good demos', absolutely untrue), but in general their productions show off more skill than we're used to from others. fact is that graphics coding has a lower 'entrance level' than ever before, so there are more and more guys around with lesser overall programming experience and nihil to zero knowledge about the so-cliche-but-oh-so-fucking-important 'tricks of the trade', usually picked up during years of experimentation and practice.
and besides that, we must credit fr for actually investing time in what they do. if some others would do the same (i feel bad about this myself for instance), a lot of productions would have a reasonably to remarkably higher quality.
superplek: as if the number of screenfilling transparent planes denote the coolnes of what appears on screen.
the basic equation of demos is
more layers = more design
or what?
those who know how to code a radial blur proper need only 4 passes and not 64 layers of transparency. trilinear filtering can be switched OFF everywhere it does not matter. some people even switch off mipmapping to make textures more "crispy", and did i say "alphatest"? yes, fillrate is a problem, but one that can be solved, even on geforce2mx if you are modest with your resolution.
of course some demos are just a little but more hungry, but even "deepness" by mfx runs well on a geforce4mx. although pixel shaders 1.4 would have made it more accurate, i am very lucky that this little beauty runs on my pc.
although you might have done some cool shader stuff, i still havn't seen a demo doing impressive things with shaders. there will be, of course, but we don't need a dream-computer for that, reality serves well.
it just hurts my heart to see demos requiring 3x more hardware than needed. to restate what i wanted do say: don't cry for faster hardware, learn to use the existing stuff.
and on that we agree ;-)
and afaik mipmapping isn't exactly enabled by default. even worse, nearly nobody uses it when applicable :(
and afaik mipmapping isn't exactly enabled by default. even worse, nearly nobody uses it when applicable :(
deepness is quite good indeed =) at first i watched it on my r9700, and it looked fucking slick. against all expectations it didn't work much worse on a remarkably crappier card (the r9000), which i installed in my "server" some time ago.
about the blur, rtt passes have indeed proven to work faster. but there are some contra's. assuming you're using 2 texture stages per pass not a lot of passes are required, but try doing so with 512x512x32bpp targets on a gf2mx for example.. quite a framerate killer. on the other hand, most blur effects don't require that resolution, since it needs to look blurry anyway :D
what i do think is that maybe, we should forget about that card and all the classes below. compatibility is okay, speed issues are a good topic of discussion. gf2gts would be my minimal req. if i'd ever make a demo again in the near future.
about the blur, rtt passes have indeed proven to work faster. but there are some contra's. assuming you're using 2 texture stages per pass not a lot of passes are required, but try doing so with 512x512x32bpp targets on a gf2mx for example.. quite a framerate killer. on the other hand, most blur effects don't require that resolution, since it needs to look blurry anyway :D
what i do think is that maybe, we should forget about that card and all the classes below. compatibility is okay, speed issues are a good topic of discussion. gf2gts would be my minimal req. if i'd ever make a demo again in the near future.
oh and on that stupid blur again.. rtt really was a fucking bottleneck on the early radeon's (partially cause by bad drivers tho).
Quote:
Let the scene design a computer!!!!
you think the whole scene would even bother taking part at this project?
isn't scene dead already?
how could a dead thing design anything? :)
how could a dead thing design anything? :)
I will code demos on my PII-333 + TNT2, as long as i have that. If I get a better one, I'll use that one. After all, don't expect me to make stuff that won't run here.
I use my hardware, you use yours. That's all.
I use my hardware, you use yours. That's all.
(Of course there is a thing called "counting on the compo-machine" :) Hello BoyC >:))
The quote of my friend Antitec: It is lame to allow more than one person use the same PC. If so, then the system is fucked up! That's why they call them PCs ("Personal" Computers) afteralls ;)
hm, I own a r9500 now, so let's just call that the acceptable scene minimum from now on.
sagacity: Did you unlock it? Apparently the 9500 non pro can be turned into 9700 pros ?!
Apparently the 9500 non-Pro's are binned 9700 Pro's, and unlocking is only successful on a small percentage.
Ya pays yer money, ya takes yer chances.
Ya pays yer money, ya takes yer chances.
i have a cray t3e cpu-module and i'm going to build my demo-machine from that.
Commodore 64
Action Replay IV professional
1541
Action Replay IV professional
1541
Droid: Mine is still at partycle's place.
And did you know that you were seen on French TV two weeks ago ???
And did you know that you were seen on French TV two weeks ago ???
hmm, I see someone has been posting to pouet.net from my computer here ;)
I don't have a cray t3e cpu-module.
I don't have a cray t3e cpu-module.
"It's the man, not the machine" - Chuck Yeager
bwah, renderman 11, maya and a nice flame or inferno seat. Ok, the total costs of that equipment would get you somwhere near the 1 million dollar mark but hey, you'll be able to make some kick ass demos!
There is the SB? The GF1? OPL? SID? Paula? Any other heavily tweakable fakenoise or fakevisual generator??? You guys somewhat suck!