RE: Cg, HLSL, ?

"Paul Bleisch" <[email protected]> Wed, 14 Aug 2002 09:17:56 -0500
Newsgroups gmane.games.devel.consoles
Message-ID <A3991EC529DE49439CBA6017F252C0D7064DB02F@lcs-msg-02.northamerica.corp.microsoft.com>
In Brute Force we have 115 vertex shaders and 85 pixel shaders.
All hand written.  Early on we looked at some sort of high
level shader language (even partially implemented one), but
decided that "we would only have a couple dozen shaders".  We
chose poorly. ;)  

As others have said, if you are honestly targetting multiple
platforms, then you might not want to look at high level shading
languages.  On the other hand, if you are primarily targeting
one platform, you could tweak and specialize your favorite 
language for your target - and "make it work" on others.  

Paul

> -----Original Message-----
> From: Javier Arevalo [mailto:[email protected]] 
> Sent: Wednesday, August 14, 2002 7:36 AM
> 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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