RE: Cg, HLSL, ?
Tom Forsyth <[email protected]> Wed, 14 Aug 2002 13:45:17 +0100
| Newsgroups | gmane.games.devel.consoles |
|---|---|
| Message-ID | <F9CD80F99127D211BA2B00A0C9D855CDDF91F5@LORDANDMASTER> |
In Blade II (XBox version) we used around 150 vertex shader variants (assembled and compiled from code fragments as and when required), about five pixel shaders (hand written), and a lot of TSS setups (we don't have a count of them). On StarTopia I can't remember exactly how many we used, but from the code a 32-entry hash table was sufficient and efficient for materials that represented the TSS states. I've also found a bit of code that pre-validated the 29 most common materials, so there can't have been that many more. Of course, StarTopia was a fairly simple game in terms of materials - no bumpmapping, limited multitexture, etc. It's wierd going back into code you wrote more than a year ago. It's all half-remembered, but full of suprises. Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Javier Arevalo [mailto:[email protected]] > Sent: 14 August 2002 13:36 > To: [email protected] > Subject: Re: [GD-Consoles] Cg, HLSL, ? > > > Jamie Fowlston <[email protected]> wrote: > > > the only really viable solution i've heard of is to give the artists > > access to a library of shaders, and reimplement them per platform. > > not great, but it works. > > I agree. Could you people guesstimate the number of different > material / > shader types used in their games? I would assume at most a > few dozens (with > many of them being variations of a few). Anything under 40 is > clearly a job > for hand-crafting them. Even if you have an automated system, you will > definitely leave the option to hand-optimize the most used > (or less optimal > when automated) ones. > > Javier Arevalo > Pyro Studios > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Dice - The leading online job board > for high-tech professionals. Search and apply for tech jobs today! > http://seeker.dice.com/seeker.epl?rel_code=31 > _______________________________________________ > Gamedevlists-consoles mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=553 > ------------------------------------------------------- This sf.net email is sponsored by: Dice - The leading online job board for high-tech professionals. Search and apply for tech jobs today! http://seeker.dice.com/seeker.epl?rel_code=31 _______________________________________________ Gamedevlists-consoles mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553