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
> 
> 
> 
> 
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