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why are shaders on geometry slow? #98154
11/09/06 16:58
11/09/06 16:58
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
everytime someone goes on the shaders forum with a question about shaders on blocks, every says that shaders on blocks are slow, personally i have never tested this because i dont really make much use of blocks, so i bring the question to you, why are they so slow?

Re: why are shaders on geometry slow? [Re: lostclimate] #98155
11/09/06 17:19
11/09/06 17:19
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
i think because of how the bsp-tree works. it requires too many state changes because polygons with the same material can't be grouped into bigger batches for rendering them at once.

Re: why are shaders on geometry slow? [Re: ventilator] #98156
11/09/06 22:36
11/09/06 22:36
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I think this is a good explanation of ventilator. But then how do engines solve this problem like the ones from id software, or the JupiterX Engine (F.E.A.R.) or the one from the game "Chronicles of Riddick" or even the Lawmaker Engine? They all support CSG objects for big indoor worlds with shaders on level geometry.

But I really hope that the new render kernel will have a similar solution to support modern gpu's.


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Re: why are shaders on geometry slow? [Re: Machinery_Frank] #98157
11/10/06 08:41
11/10/06 08:41
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
It has nothing to do with a "BSP-Tree", but otherwise Ventilators explanation goes into the right direction.

A6 renders level blocks not as a whole mesh but as a stream of single polygons. This has no big disadvantage with normal surfaces, but becomes slow when using effects or shaders because the effect is then initialized for every single polygon.

For this reason the new kernel we're currently working on does not render polygon streams anymore, but meshes.

Re: why are shaders on geometry slow? [Re: jcl] #98158
11/11/06 05:48
11/11/06 05:48
Joined: Apr 2004
Posts: 83
DWilki Offline
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DWilki  Offline
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Joined: Apr 2004
Posts: 83
Hi JCL. So are you saying once the new rendering kernel is finished, wed blocks (BSP) will perform well with shaders applied to them? If this is the case, it may change my workflow a bit.

Re: why are shaders on geometry slow? [Re: DWilki] #98159
11/11/06 09:13
11/11/06 09:13
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

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TWO  Offline

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Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Then the blocks will be as fast as entitys, so you can use what you want. And it will be possible to convert entitys to blocks for having shadows etc.

So shaders will run with the same speed at both.

Re: why are shaders on geometry slow? [Re: TWO] #98160
11/11/06 09:32
11/11/06 09:32
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
... yes that would be a designers dream: static soft shadows on top of geometry with shaders applied. When we also have a good working real-time shadow then there is everything you need to create top edge visuals.


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