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R600 Gallium3D Shader Compiler Milestone Hit

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  • #11
    Gallium was expected be at 60-70% of the fglrx driver, am I right? Or was it 60-70% slower?

    And Doom3 getting 20-30fps is enough for single player, but with which card?

    Prey is running a heavily modified id Tech 4 engine and should squezes out more fps...

    But where is the performance bottleneck in the Gallium3D? Is it in the kernel memmory management, the OpenGL Mesa state tracker and/or the Gallium drivers themselves (as in what exposes the API?)

    I hope it isn't in the last one, because then big speed gains can be won across the entire board of graphic cards...

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    • #12
      Originally posted by pvtcupcakes View Post
      However last I checked the shadows are messed up in Doom 3, so I had to disable them. And the performance isn't that great. I'd say Doom 3 and Prey were getting about 20-30fps on Medium/High. I didn't benchmark them; but they were playable.
      which gpu?

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      • #13
        Originally posted by V!NCENT View Post
        Gallium was expected be at 60-70% of the fglrx driver, am I right? Or was it 60-70% slower?
        i think it was bridgman who said, they were hoping to achieve 60 to 70 % of the fglrx speed.
        but i think this will suffice for most people + you will probably have a comparable performance while runnning a game AND having compositing activated since, the fglrx driver have a steep performance drop in that area.
        or at least thats what i experienced.

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        • #14
          Originally posted by Pfanne View Post
          which gpu?
          Radeon 4850

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          • #15
            Originally posted by V!NCENT View Post
            Gallium was expected be at 60-70% of the fglrx driver, am I right? Or was it 60-70% slower?
            As I recall it, the 60-70%-as-fast figure Bridgman quoted was prior to CONFIG_BREAK_ALL_GRAPHICS=y and Gallium becauae of fundamental architecture flaws. No?

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            • #16
              Originally posted by Wyatt View Post
              As I recall it, the 60-70%-as-fast figure Bridgman quoted was prior to CONFIG_BREAK_ALL_GRAPHICS=y and Gallium becauae of fundamental architecture flaws. No?
              fundamental architecture flaws?

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              • #17
                Originally posted by Wyatt View Post
                As I recall it, the 60-70%-as-fast figure Bridgman quoted was prior to CONFIG_BREAK_ALL_GRAPHICS=y and Gallium becauae of fundamental architecture flaws. No?
                You mean the architecture of Gallium3D was meant for more general purpose graphics chips (in other words: ATI and nVidia cards of today) and not for older cards (let's say GeForce 3 and ATI Radeon 9800 pro (r300)?

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                • #18
                  Question.

                  Why does glxgears need a shader compiler? It doesn't use any shaders.

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                  • #19
                    Originally posted by curaga View Post
                    Question.

                    Why does glxgears need a shader compiler? It doesn't use any shaders.
                    As I understand it, it's the same principle as needing the 3D engine to do 2D acceleration, i.e. they got rid of the hardware dedicated to doing basic flat/gouraud shading and tri/quad lists in favor of the more flexible stuff, so now if an application requests the old fixed-function stuff the driver has to quietly set up the appropriate shader program(s) to make it happen.

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                    • #20
                      Originally posted by curaga View Post
                      Question.

                      Why does glxgears need a shader compiler? It doesn't use any shaders.
                      What? Doesn't it have shadows?

                      A shader is a programmable texture, practically (well it is not but don't shoot me please). It can be used for water effects, but also for shadow (like in Quake 3 for example). (also for post processing effects/filters).

                      A shader = shade = shade of color = shadow... Profit!

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