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Good News, id Tech 5 Is Likely Coming To Linux

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  • #76
    Originally posted by dungeon View Post
    Yeah, and then just to give one example who is big supporter of Direct3D:

    ATI Tesselation Technology was published in 2001 via GL_ATI_pn_triangles extension:

    http://www.opengl.org/registry/specs..._triangles.txt

    and then few years later they removed it from their blobs, because of performance reason

    Today they announced this old technology AS shiny new for DX 11 only.
    Just curious if you could point out anywhere to back up that it was removed from their blobs? It would be an interesting read.

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    • #77
      Here is the fastest quickshoot i can provide from milk white untruform jaggy beauty.

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      • #78
        Originally posted by dungeon View Post
        Yeah, and then just to give one example who is big supporter of Direct3D:

        ATI Tesselation Technology was published in 2001 via GL_ATI_pn_triangles extension:

        http://www.opengl.org/registry/specs..._triangles.txt

        and then few years later they removed it from their blobs, because of performance reason

        Today they announced this old technology AS shiny new for DX 11 only.
        Well to be fair the tesselator engine in dx11 cards is different from the older one

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        • #79
          I am always fair, where is that tesselation now in OpenGL? Yes that is the right point in that post.

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          • #80
            Originally posted by dungeon View Post
            I am always fair, where is that tesselation now in OpenGL? Yes that is the right point in that post.
            http://www.opengl.org/registry/specs...essellator.txt

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            • #81
              Oh thanks suokko, do you know is this really implemented in some fglrx driver for any consumer class hardware?

              As a mesa developer do you have plan to implement it? That will be very very hard i think.

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              • #82
                I saw now in irc radeon logs that you have r200 hw only so, is pn_triangles extension in this state can be easely implemented in mesa for that hardware?

                P.S. One more thing, do you know why ATI_envmap_bumpmap is not there for r200, but intel has it? I am not driver developer and dont know many things about it, but i tried once to expose that extension and DUDV format in driver and mesa/test demo works good, but yes in software only. Regs is there for that i think, but what i dont know is drm must support DUDV it also to run in HW? Or maybe exist some other reason why
                it is not implemented?

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                • #83
                  Originally posted by djack View Post
                  What good would Q3L do released under the GPL?
                  For starters: bug fixes and non-x86 hardware support.

                  @Dungeon: Turn on V-sync or up the graphics

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                  • #84
                    Originally posted by whizse View Post
                    Yeah, although I think Carmack's ego plays a role here too. He's good, and he knows it. Releasing the source means others can learn from (or admire) him
                    A little of both, I suspect. The man's DEFINITELY sharp (The game engines he's graced us with and Armadillo Aerospace shows it...). Had the good fortune to work with him on the Utah-GLX project.

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                    • #85
                      Originally posted by dungeon View Post
                      Not just that, J.C. was funded Mesa developers and give driver optimization instructions for Q3:
                      Heh... He did a BIT more than that. He provided part of the code that was used for Utah-GLX (He made it possible for a ATI RagePRO to run without special configuration...just drop the Utah-GLX drivers in on things and then reboot the machine to ensure you had enough kernelspace memory to allocate in a single contiguous chunk...).

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                      • #86
                        It is great news. I mean if something is OpenGL then the GPU type should not matter.

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                        • #87
                          Artwork and platforms

                          How platform independent is the artwork?

                          It seems as if they have nearly all the artwork ready and still are fiddling with the engine. But, IIRC platforms used to have different requirements also for artwork, like texture size, and color depths. Is that time long gone so that they can have a set of artwork ready and it will work on all platforms immediately?

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                          • #88
                            Originally posted by dcutegirl View Post
                            It is great news. I mean if something is OpenGL then the GPU type should not matter.
                            Well that depends. In theory you're right. But in reality you need a decent driver that is deciding/knowing about the capabilities of the GPU. What can be done by GPU and what is left to do for the CPU? And if you use CPU you still need all that stuff implemented in software. And it will be slower on a general purpose x86 CPU than on a "semi-ASIC" like today's GPU shaders are.
                            And most (free) drivers are not too far when it comes to OpenGL. A few even don't have anything to offer (VIA etc.).
                            Furthermore we still have problems like S3TC, if that is used by the game.
                            Also as mentioned older GPUs might be limited when it comes to large textures, though when I think of embedded devices id5 was announced for this shouldn't be the big problem.

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                            • #89
                              Originally posted by dungeon View Post
                              Oh thanks suokko, do you know is this really implemented in some fglrx driver for any consumer class hardware?

                              As a mesa developer do you have plan to implement it? That will be very very hard i think.
                              its is in fglrx afaik
                              Unigine Heaven has Tesselation and it works with my 5770
                              or its not the same one?

                              also i think fglrx are fine enaugh to play most of the native games.
                              however there are some problems with wine gaming.

                              opensource drivers atm are too much behind, thus quite useless for gaming imo.

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                              • #90
                                Originally posted by phoronix View Post
                                no games using id Tech 5 will make it out until at least next year.
                                Isn't the release date for Rage set for October 4, 2011? That's not next year, that's 50 days from now :-)

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