3dfx + swShader

Started by r21vo, 16 October 2004, 15:21:44

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Nick

QuoteOriginally posted by perer

Are you thinking of using the same technique Gigapixel/PowerVR used for overdraw??? Because if you use these overdraw tecniques you'd could be looking at a increase of 2-3x, dependant of the situation the game is in.
I intend to use a hierarchical depth buffer technique to significally reduce overdraw at a low cost. It's based on a new rasterizer that can work in blocks: http://sw-shader.sourceforge.net/rasterizer.html This appears to be the most succesful approach, but if you have other idea's please share!
 

r21vo

QuoteOriginally posted by Nick

QuoteOriginally posted by r21vo

i'm glad to hear that :) seems that you are the only developer of swShader, right?
Yes, I've started working on swShader in 2003, and worked on it in all my free time. It's finally starting to take shape and I truely believe this year it will reach commercial quality.
commecial quality? you mean earning money with this project?

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perer

I think it means that you can then compare it with commercial products.
Start War and peace will be appreciated

r21vo

I don't know any commercial product to whom compare this beauty ;)

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Nick

QuoteOriginally posted by r21vo
commecial quality? you mean earning money with this project?
Yes. If it were possible to keep it non-commercial (not earning money with it), I would. I really love doing it and I don't need money to motivate me. But unfortunately I'm a broke student who has to pay rent and eat something more than bread crumbs. I've spend a lot of time on this software, and I got an opportunity to earn money with it so I'm taking it.

Anyway, I'm definitely not excluding the possibility of keeping it partially free. For example the 3Dfx cards just lack some pixel shader support so I might release that component in the open-source part of the project.
 

r21vo

I understand you, in your place I'd do the same ;)
humm, is that a secret or you can tell more about opportunity you got?

Also i found in your site that you've worked for nvidia last summer, can you tell us in what project were you in?

Releasing software pixel shader support for 3dfx videocards would be really awesome :D

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Nick

QuoteOriginally posted by r21vo

I understand you, in your place I'd do the same ;)
humm, is that a secret or you can tell more about opportunity you got?
No contract has been signed yet, but that could happen in a few days really. There will be some public announcement so I'll keep you updated if you like.
QuoteAlso i found in your site that you've worked for nvidia last summer, can you tell us in what project were you in?
If NVIDIA had no competition I'd love to share that information. ;) It's closely related to next-generation DirectX features, that's about all I can say. But frankly, it has very little relevance for a public discussion. Anyway, my internship was a fantastic experience and I hope to go back once I graduate!
QuoteReleasing software pixel shader support for 3dfx videocards would be really awesome :D
I don't know much about 3Dfx technology actually. Does it have open-source drivers? How well is DirectX 9 and OpenGL 2.0 supported (aside from what the hardware actually supports)?
 

perer

Well Opengl was supported by Daniel Borca but he has quit the project unfortunately. His MesaFX has come quite far, but he didn't support all of the features of opengl because that would only cause the games to run slower, at least that is what he sad and I think it is correct. The most  features that where missing must be done in software and those features where slow to be done in software. Well anyway you proved that you can render pixel shaders in software with a decent speed (at least that is what I am assuming). What are the framerate you are getting with for example Far Cry (or any other game that uses pixel shaders).
Start War and peace will be appreciated

r21vo

QuoteOriginally posted by Nick


No contract has been signed yet, but that could happen in a few days really. There will be some public announcement so I'll keep you updated if you like.
I'm happy for you and i still can't imagine how swShader could make money..

QuoteOriginally posted by Nick


If NVIDIA had no competition I'd love to share that information. ;) It's closely related to next-generation DirectX features, that's about all I can say. But frankly, it has very little relevance for a public discussion. Anyway, my internship was a fantastic experience and I hope to go back once I graduate!
Yeah, nvidia keeps everything in secret.. Can you tell how did you got in?

QuoteOriginally posted by Nick


I don't know much about 3Dfx technology actually. Does it have open-source drivers? How well is DirectX 9 and OpenGL 2.0 supported (aside from what the hardware actually supports)?
Officialy 3dfx didn't release driver sources, but there was a leak, so sources are available. At present there are some enhusiasts which build new drivers, for example Amigamerlin, SFFT, Raziel64 and some others. They haven't opened their sources to public, but I guess cooperation always is possible ;) Frankly i don't know about dx9 and 0gl support in detail, all i know that most of features which could be done in hardware were made. Some tricks are implemented, something is done in software I guess, this question could answer those who make drivers..

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Nick

QuoteOriginally posted by r21vo
I'm happy for you and i still can't imagine how swShader could make money..
It absolutely can. Some game developers would like their software to run on practically any system. Laptops and such still lack adequate 3D rendering capabilities. I even have competition, Pixomatic, which sells for 10,000 $ per license and is being used in Unreal Tournament 2004. swShader actually has more features, and the performance could become similar in the next months. It's also interesting for DirectX developers who would like to experiment with technology that would require expensive graphics cards, or things that are not even implemented in hardware yet.
QuoteYeah, nvidia keeps everything in secret.. Can you tell how did you got in?
It could possible damage the company if I told in detail what I worked on. Ok, that chance is small but still I'd rather not risk it.

I got in contact because of a demo which I presented on a game development forum. They e-mailed me, I had three small interviews, and they offered me a summer internship. I had some problems getting a visa for the summer of 2003, but last summer everything went smooth. It was a great experience working there and I'll never regret it.
QuoteOfficialy 3dfx didn't release driver sources, but there was a leak, so sources are available. At present there are some enhusiasts which build new drivers, for example Amigamerlin, SFFT, Raziel64 and some others. They haven't opened their sources to public, but I guess cooperation always is possible ;) Frankly i don't know about dx9 and 0gl support in detail, all i know that most of features which could be done in hardware were made. Some tricks are implemented, something is done in software I guess, this question could answer those who make drivers..
Ok, I'll check that information after my exams!
 

r21vo

QuoteOriginally posted by Nick
It absolutely can. Some game developers would like their software to run on practically any system. Laptops and such still lack adequate 3D rendering capabilities. I even have competition, Pixomatic, which sells for 10,000 $ per license and is being used in Unreal Tournament 2004. swShader actually has more features, and the performance could become similar in the next months. It's also interesting for DirectX developers who would like to experiment with technology that would require expensive graphics cards, or things that are not even implemented in hardware yet.
Yep, now I see were the money comes in ;)

Quote
I got in contact because of a demo which I presented on a game development forum. They e-mailed me, I had three small interviews, and they offered me a summer internship. I had some problems getting a visa for the summer of 2003, but last summer everything went smooth. It was a great experience working there and I'll never regret it.
demo? can you give us a link? ;)
Then it means nvidia has people who search around for specialists to recruit? Hehe, I never thought it happens like that..

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Nightbird

SoftWire and swShader are now owned by TransGaming Technologies Inc.
http://www.transgaming.com/swiftshader

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ScottyMcNoob

QuoteAnyway, I'm definitely not excluding the possibility of keeping it partially free. For example the 3Dfx cards just lack some pixel shader support so I might release that component in the open-source part of the project.

So will this not be happening now? Will we have to pay?
A shame if it won't be free for us 3dfx users, I'd really love a chance to have some basic shaders with my 5500...
 

r21vo

ScottyMcNoob: I'm afraid it won't. Anyways, there would be minimal use of supporting them nowdays.

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