If it's not it video memory, then how GPU will be able to filter it?Nightcrawler wrote: The backbuffer does not have to be in video memory.
MaxSt.
Moderator: ZSNES Mods
In DDraw, you can use a system RAM buffer, and then use lpdd->Blt/Fast to draw it on screen, instead of using a backbuffer. This will never be filtered by the graphics card, you lose any and all hardware acceleration, and you cannot use lpdd->Flip() [page flipping] for smoother rendering.Nightcrawler wrote:The backbuffer does not have to be in video memory.
Exactly. And despite this simple and obvious truth, it never stops anyone from wanting every last graphics API in the world added. I would like to see what can be done with pixel shaders, as I know nothing about them... but that would seem like a bad idea to add for another 5 years while video cards catch up anyway.There is no such thing.
All currect hardware is limited to only 2 magnification filters - point filtering and bilinear filtering.
No other hardware magnification filters exist.
Yeah, but people are still running ZSNES on original Pentiums.Reznor007 wrote:EDIT-Oh, and I wouldn't say shaders are 5 years off. Pixel Shader 2.0 capable hardware has been around since late 2002. Any nVidia card from GeforceFX and up, or Radeon 9500 and up can run PS 2.0 programs just fine(although the low end GeforceFX models are extremely slow at floating point math).
You forgot to mention cubic (flat and gaussian) filtering, but that is beside the point. He was talking about fragment program based filters that are in fact executed by the hardware (and have been mentioned many times in this topic).MaxSt wrote:There is no such thing.pagefault wrote:Plus it allows support of new filters that work on 3d hardware.
All currect hardware is limited to only 2 magnification filters - point filtering and bilinear filtering.
No other hardware magnification filters exist.
MaxSt.
I have a Radeon 7500 and a GeForce 4 MX. I have absolutely no intention of upgrading my video cards again until they're both dead from old age/use. I would imagine there are many people such as myself out there, and thus it would not be beneficial to rely on the technology being there for at least a few years. The technology should only be used in 3D games, where everyone upgrades their graphics cards biannually.Reznor007 wrote:EDIT-Oh, and I wouldn't say shaders are 5 years off. Pixel Shader 2.0 capable hardware has been around since late 2002. Any nVidia card from GeforceFX and up, or Radeon 9500 and up can run PS 2.0 programs just fine(although the low end GeforceFX models are extremely slow at floating point math).
<sarcastically> I want pictures, dammit >_<
Those are designed for polygon filtering. But yes, beside your point I suppose.You forgot to mention cubic (flat and gaussian) filtering, but that is beside the point.
I still have a GeForce 2 in my main machine, and I pretty much have no reason to upgrade.byuusan wrote: I have a Radeon 7500 and a GeForce 4 MX. I have absolutely no intention of upgrading my video cards again until they're both dead from old age/use.
Yeah, but there's nothing stopping them from using older versions of ZSNES. That's something I like about MAME development. The devs don't get too bothered if a new feature requires new hardware. If people insist/have to use old hardware, they can use older versions of the software.Noxious Ninja wrote:There's also
http://www.gpgpu.org/
http://graphics.stanford.edu/projects/brookgpu/
Yeah, but people are still running ZSNES on original Pentiums.Reznor007 wrote:EDIT-Oh, and I wouldn't say shaders are 5 years off. Pixel Shader 2.0 capable hardware has been around since late 2002. Any nVidia card from GeforceFX and up, or Radeon 9500 and up can run PS 2.0 programs just fine(although the low end GeforceFX models are extremely slow at floating point math).
The emulator Dolphin uses Pixel shader 2.0 for graphics. I'm not sure how compatible it is, but I've managed to run Ikaruga on it.Nach wrote:I still have a GeForce 2 in my main machine, and I pretty much have no reason to upgrade.byuusan wrote: I have a Radeon 7500 and a GeForce 4 MX. I have absolutely no intention of upgrading my video cards again until they're both dead from old age/use.
Maybe when they make a decent GCN emulator which offloads some work onto the GPU will I upgrade.
Even bi-annually right now would be a card from early 2003, which would be a Radeon 9500 pro for $200 US(at the time). Even Geforce3/4(non-MX models) and Radeon 8500 have Pixel shader 1.x capabilities.byuusan wrote:I have a Radeon 7500 and a GeForce 4 MX. I have absolutely no intention of upgrading my video cards again until they're both dead from old age/use. I would imagine there are many people such as myself out there, and thus it would not be beneficial to rely on the technology being there for at least a few years. The technology should only be used in 3D games, where everyone upgrades their graphics cards biannually.Reznor007 wrote:EDIT-Oh, and I wouldn't say shaders are 5 years off. Pixel Shader 2.0 capable hardware has been around since late 2002. Any nVidia card from GeforceFX and up, or Radeon 9500 and up can run PS 2.0 programs just fine(although the low end GeforceFX models are extremely slow at floating point math).
... bianually means twice a year. Perhaps you were thinking of biennial? And I was saying that only 3D gamers waste their money like that. As I said above, I have a Radeon 7500 and I don't plan to upgrade for at least 3-5 years, or until the card dies of old age. Preferably the latter.Even bi-annually right now would be a card from early 2003, which would be a Radeon 9500 pro for $200 US(at the time). Even Geforce3/4(non-MX models) and Radeon 8500 have Pixel shader 1.x capabilities.
Yeah...misread it, my fault.byuusan wrote:... bianually means twice a year. Perhaps you were thinking of biennial? And I was saying that only 3D gamers waste their money like that. As I said above, I have a Radeon 7500 and I don't plan to upgrade for at least 3-5 years, or until the card dies of old age. Preferably the latter.Even bi-annually right now would be a card from early 2003, which would be a Radeon 9500 pro for $200 US(at the time). Even Geforce3/4(non-MX models) and Radeon 8500 have Pixel shader 1.x capabilities.
You've got me there. I can only speak for myself, thusly I have no idea what percentage of people have PS2.0-capable graphics cards. It seems that most people on these forums fancy 486's and first-generation Pentiums and expect perfect full speed 60fps emulation with sound, however...Reznor007 wrote:While doing some research for something else, I found that ATI alone had sold 1 million DX9 (shader 2.0 capable) video chips as of March 3 2003. That's 1 million top of the line cards sold in less than 6 months. It's been 2 years since then, and prices have dropped alot.
I didn't forget. No current hardware support such things.bohdy wrote:You forgot to mention cubic (flat and gaussian) filtering
There is no proof exist that it's possible to implement filters as complex as hq2x in shaders.bohdy wrote:He was talking about fragment program based filters that are in fact executed by the hardware
I forget the factual details, but Pixel Shader 3.0 spec is supported by new nvidia cards and that is supposed to have a significantly larger amount of code space for pixel shader programs as opposed to 2.0. It would probably be more likely to be able to do something like HQ2x with a 3.0 capable card.There is no proof exist that it's possible to implement filters as complex as hq2x in shaders.bohdy wrote:He was talking about fragment program based filters that are in fact executed by the hardware
MaxSt.
Yeah, that kind of stuff is annoying, but once old hardware starts holding things back, you just have to stop supporting it. The next version of Windows(Longhorn) is going to require Pixel shader 2.0 hardware as a minimum. It may seem a bit extreme to limit things at that point, but once you think about it, by the time it comes out, capable hardware will have been around for about 4-5 years.byuusan wrote:You've got me there. I can only speak for myself, thusly I have no idea what percentage of people have PS2.0-capable graphics cards. It seems that most people on these forums fancy 486's and first-generation Pentiums and expect perfect full speed 60fps emulation with sound, however...Reznor007 wrote:While doing some research for something else, I found that ATI alone had sold 1 million DX9 (shader 2.0 capable) video chips as of March 3 2003. That's 1 million top of the line cards sold in less than 6 months. It's been 2 years since then, and prices have dropped alot.
I heard that was just to get all the effects. There's supposed to be a low-quality mode as well. I'm going to hold out upgrading that as long as I can, as well :)The next version of Windows(Longhorn) is going to require Pixel shader 2.0 hardware as a minimum.
Really, just recently? Everyone always mentions how concerned MAME is with accuracy... I'm surprised they ever used starscream over the musashi 68k core...MAME just recently dropped their 68000 ASM CPU core in favor of the more accurate C version.
I'm hoping Wine continues their great progress. There's only a few things left that make me need Windows.byuusan wrote:I heard that was just to get all the effects. There's supposed to be a low-quality mode as well. I'm going to hold out upgrading that as long as I can, as wellThe next version of Windows(Longhorn) is going to require Pixel shader 2.0 hardware as a minimum.
Thanks.. that will certainly allow for MUCH more complex algorithms than 512 instructions could ever hope to acheive!Clements wrote:Pixel Shader 3.0 allows for 32,768 maximum instructions, while GeForce FX handle up to 512.
Well, for a long time they have been compiling the official binaries with the C core, but the ASM core was left in as a compile time option for people that wanted it. A few versions back the ASM code was completely ripped out. Even the C 68K core was updated alot lately, to support the Sega/Hitachi FD1089 and FD1094 encrypted 68K's(very complex encryption).byuusan wrote:I heard that was just to get all the effects. There's supposed to be a low-quality mode as well. I'm going to hold out upgrading that as long as I can, as wellThe next version of Windows(Longhorn) is going to require Pixel shader 2.0 hardware as a minimum.
Really, just recently? Everyone always mentions how concerned MAME is with accuracy... I'm surprised they ever used starscream over the musashi 68k core...MAME just recently dropped their 68000 ASM CPU core in favor of the more accurate C version.
Here's the official differences between PS2.0 and PS3.0Nightcrawler wrote:Thanks.. that will certainly allow for MUCH more complex algorithms than 512 instructions could ever hope to acheive!Clements wrote:Pixel Shader 3.0 allows for 32,768 maximum instructions, while GeForce FX handle up to 512.
ATI choose not to support 3.0 yet in their current generation. I feel 3.0 support will help the longevity of the new Geforce cards. No one takes advantage of 3.0 yet.. but I'm sure they will soon enough and since it's a major code space advantage, I think it is worth having if you were buying a new card and into the new 3d games.
I only have a Geforce 2. I don't have ANY shaders of any kind! haha
I don't even have a hardware T&L engine!