2 registered members (TipmyPip, 1 invisible),
18,731
guests, and 7
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Shader Model 2.0 or 3.0?
[Re: Superku]
#419877
03/16/13 09:10
03/16/13 09:10
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
I'd use SM3.0 since every DX-9.0c card supports it and 9.0c is already 9 years old. Besides that, I don't think a graphics-card which is so old that it doesn't even support DX9 will be fast enough to run your game.
POTATO-MAN saves the day! - Random
|
|
|
Re: Shader Model 2.0 or 3.0?
[Re: lostclimate]
#420022
03/18/13 16:40
03/18/13 16:40
|
Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
|
Expert
Joined: May 2005
Posts: 2,713
Lübeck
|
There is absolutely no reason not to use a higher shader model, because about every laptop and desktop computer sold in the last 6 years or so will support at least shader model 3.0, most even 4.0.
I think I once read, that one should use the highest possible shader model, because of a better shader compiler being used then. On the other hand I read somewhere that one should use the lowest possible profile for CG, for additional optimizations or something, but that probably doesn´t count for HLSL.
Dynamic branching will be used with shader model 3.0, which can be a performance problem if there are many branches and pixels close to each other, all use different ones, but in your case that should not be a problem and dynamic branching could be in some special cases an opportunity to improve your shaders performance.
|
|
|
Re: Shader Model 2.0 or 3.0?
[Re: Slin]
#420026
03/18/13 17:24
03/18/13 17:24
|
Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
|
OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
|
Thank you guys for the replies! I'm not sure where and how I want to sell my game but casual gamers would just be frustrated with the game as it is really hard to play and somehow unforgiving to the point as you don't have a lifebar and there are no checkpoints. Dynamic branching will be used with shader model 3.0, which can be a performance problem if there are many branches and pixels close to each other, all use different ones, but in your case that should not be a problem and dynamic branching could be in some special cases an opportunity to improve your shaders performance. Can you please take the time and try to explain this a little more? Is there a time when a shader with an "if" is better to be compiled with PS2.0 than with 3.0? One of the shaders where I need to make if comparisons is a single layer non-overlapping model, almost screen filling.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
|
|
|
Re: Shader Model 2.0 or 3.0?
[Re: Superku]
#420027
03/18/13 17:38
03/18/13 17:38
|
Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
|
Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
|
Thank you guys for the replies! I'm not sure where and how I want to sell my game but casual gamers would just be frustrated with the game as it is really hard to play and somehow unforgiving to the point as you don't have a lifebar and there are no checkpoints.
Well in that case, yeah, I'd agree with everyone else, go 3.0. The game looked like a simple platformer with some action elements, but if its that challanging, i could definitely see what your saying. I'm quite excited to see it released so I can try it.
|
|
|
Re: Shader Model 2.0 or 3.0?
[Re: lostclimate]
#420028
03/18/13 18:01
03/18/13 18:01
|
Joined: Mar 2006
Posts: 2,252
Hummel
Expert
|
Expert
Joined: Mar 2006
Posts: 2,252
|
@Superku: The potential performance issue with dynamic branching comes from frequently switching the branches, which is the case when you have rather small pixel patches for which the same branch will be taken. To prevent dynamic branching you can use the [flatten] attribute. No need to use a lower SM. There is also [branch] which forces dynamic branching, but my experience is that the compiler guesses quite well whether to flatten the if statement or not.
Last edited by Hummel; 03/18/13 18:01.
|
|
|
|