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Iridium 1.0 Beta
#272855
06/20/09 04:18
06/20/09 04:18
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Joined: Apr 2008
Posts: 235 TEXCOORD3
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Iridium 1.0 Beta
Iridium 1.0 Beta! The wait is over! An official Iridium Beta Version will be released Monday, June 22, 2009! If you have registered with us to test Iridium, you will get an email Monday at 10:00 am est with the download link, password, and manual. Enjoy these screens! Hopefully they will tide you over for two days!
-Michael Auerbach-
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Re: Iridium 1.0 Beta
[Re: ISG]
#273836
06/24/09 17:00
06/24/09 17:00
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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honestley I don't see how this is similar to shade-c at all. In fact, you can use both at the same time. This is an engine extension that improves the basic functionality of the A7 engine. You can add lights and objects in a more intuitive way, and there are no limits (like 8 lights only). Also, I'm not aware of anyplace where you can get code like this on the forums. If this already existed, I wouldn't waste my time.
-Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Iridium 1.0 Beta
[Re: Foxfire]
#273837
06/24/09 17:02
06/24/09 17:02
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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-comment removed-
Last edited by Foxfire; 06/24/09 20:44.
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Re: Iridium 1.0 Beta
[Re: ChrisB]
#273856
06/24/09 18:19
06/24/09 18:19
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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"Just for my interest: what features do you use that doesn't exist on a Geforce6?"
vertex texture fetch (vtf), CUDA ray-tracing, stencil buffer extensions. But, even with these features disabled, it will run slowly just because of the power of the 6/7000 cards.
oh, and mrts of course. If your card doesn't support mrts, then you can have deferred shading. All new cards from up to a few years ago support this.
-Mike-
Last edited by Foxfire; 06/24/09 18:23.
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Re: Iridium 1.0 Beta
[Re: ChrisB]
#273861
06/24/09 18:39
06/24/09 18:39
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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CUDA runs fine on AMD and Intel cards (I'm using an Intel chipset). The stencil buffer extension is just an assembley routine I wrote for the GPU directley and interfaces with the normal directX stencil buffer (it allows me to cast very crude shadows for GI). I didn't know that Geforce 6 cards supported mrts, but I guess its obvious that they support vtf because they can run shader model 3.0. Also, how much memory does your card have, this might be the problem.
-Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Iridium 1.0 Beta
[Re: Foxfire]
#273879
06/24/09 19:52
06/24/09 19:52
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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to your left
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With iridium, you can publish your works as well, you can't do this with shade-c because of the copyright agreements from Nvidia. Plus, shade-c has no "engine" but is a compilation of useful shaders. So why shouldn't you be able to publish your work with shade-c? And what does it have to do with nvidia, i'm not even using any shaders from nvidia? Of course i am using all those nifty effects and techniques nvidia is also using in their shaders (as does any other game nowadays). I have no idea what you are talking about here (maybe i'm just dumb, who knows). Also, just to inform you, if i want to use nvidias shaders, i am able to do so. From their website: This code is released free of charge for use in derivative works, whether academic, commercial, or personal. http://developer.download.nvidia.com/SDK/9.5/Samples/effects.htmlTo keep this short: You shouldn't make false accusations just to "sell" your product. I will take this personally if you ever do it again. And to stop shade-c <-> iridium arguments: As you already said, you can't compare those two. Shade-C uses Lite-C only and is open source, Iridium is a closed source .dll (and might have it's own renderer, i couldn't really tell by the demo). Good luck with optimizing Iridium, as far as i can tell, you have a long road to go.
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Re: Iridium 1.0 Beta
[Re: BoH_Havoc]
#273888
06/24/09 20:39
06/24/09 20:39
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Posts: 235 TEXCOORD3
Foxfire
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"Of course i am using all those nifty effects and techniques nvidia is also using in their shaders "
I was flat out wrong. None of the code in your project is non-publishable. I was thinking about a LONG time ago when you first put in the shaders. Since their free, there are no problems PLUS, I noticed that in the recent versions, all of the code has been re-written so it really is yours.
apologies, Mike
(also, your one of the guys who inspired me, sorry for being a jerk)
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Iridium 1.0 Beta
[Re: Foxfire]
#273939
06/25/09 01:51
06/25/09 01:51
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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CUDA runs fine on AMD and Intel cards (I'm using an Intel chipset). I had no idea CUDA runs on AMD cards as well -- I have an nVidia card, so it wasn't a personal issue, but more that I don't want to limit anything I make to computers with nVidia chips. As I'm very interested in game-physics I was considering waiting for OpenCL before delving into GPGPU programming. That's very cool if it's indeed true, however Wikipedia lists it as supported only on nVidia GPUs. If you don't mind me asking, what do you use CUDA for? Jibb
Formerly known as JulzMighty. I made KarBOOM!
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