MGE Hardware Survey

Post » Fri Jan 29, 2010 11:05 am

Oh no! It's finally happening!
Morrowind will become more sophisticated than my computer!!!1 :banghead:

And I thought as long as I could run Crysis well I would be set for years...
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Enie van Bied
 
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Post » Fri Jan 29, 2010 11:21 pm

I use XP, but voted for DirectX 10.0, because I can put the windows 7. Also, I've seen DirectX 10 GraphicX, adds support for DirectX 10 for XP. (Not set) :)
And will be animated trees in the next version? as grass is now. Or is it impossible without the use of tessellation of the above?
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Pixie
 
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Post » Fri Jan 29, 2010 3:17 pm

Voted

SM 4.0
DX 10
Windows 7

Additional data:
32 bit system
2gb ram

My oldie results :)

http://www.gpureview.com/GeForce-9400-GT-card-578.html

(oh no! my card is two years old!) XD
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Marine x
 
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Post » Fri Jan 29, 2010 7:40 pm

DirectX 11
SM 5.0
Windows 7

Also as a side note, it's interesting to see that 7 has inched out XP.
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Richard Dixon
 
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Post » Fri Jan 29, 2010 11:02 am

It is good to see you Liztail. Welcome back. :celebration: I started to write simple shaders since you're gone. :)

If you need ideas, I have this huge list which I paint in green more and more. Thanks to MGE team.

http://mgeshaderlib.50.forumer.com/viewtopic.php?p=385#p385

I'm not going to decide what features to add for a while, my first goal is to clean up the code to make MGE easier to extend. That said, I don't mind speculating on feature ideas...

Shadows would be nice, but the main problem is that there's no way to render the current Morrowind scene from a different angle. You could maybe have anything you exported as a distant static cast shadows onto the scene (since MGE knows how to render those), but dynamic moving objects would be out, and terrain would be out since the distant terrain is a different shape than the local terrain and would end up intersecting it and causing patches of wrong shadowing. Casting fake cloud shadows might not be too hard, but actually having a dynamic sky with volumetric clouds is something I don't have an experience in.
.....

I can't see a mesh overhaul for Morrowind, it would be hard for modders I think. Because of that tessellation would be awesome. But the problem with tessellation is how to tell hardware what not to tessellate.

For terrain shadows, you mentioned the problem: "distant terrain is a different shape than the local terrain". If we fix it, we can have terrain shadows then. (plain logic :toughninja: ) I know it would be impossible, but how bad could it be? How does Crysis do it?

For statics shadows, creating a light perspective camera for distant land would be the start as you mentioned. I know they are going to be static but they are already statics. For creatures and NPCs maybe we can capture Morrowind shadows and apply some blur on them. Blurring shadows is very common. Probably we will do something like VSM shadowing.(actually they are all the same thing :))

From top of my personal list,
true HDR, even better than any game, (Right now, the light info is between 0-1, doing tone-mapping and HDR is futile. There is not enough light info for good results. If we can give original lights and reflections more brightness(and sky less) so they exceed 1, after that we can do proper HDR lighting. No more over-exposured NPC faces. )

Shadows,

and whatever other games are doing to run 2000-5000 lines of shader code in real time. I have six post-process shaders and they hurt my performance a lot. And I want to add more!

.....
2) Agreed, shadows would be awesome. Vtastek was working on implementations but he's had them in stealth mode for a while it feels like :) .

...

It is more like "working for the dark side." I will finish the cloud shadows shader. :)

BTW, I'm in the lucky minority, I have Nvidia GeForce 240M GT, DX 10.1 and SM 4.1. :D
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jessica sonny
 
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Post » Fri Jan 29, 2010 10:08 pm

Im just curious, but what will happen to MGE development when/if OpenMW is released? Are the two projects in cahoots atall?
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leni
 
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Post » Fri Jan 29, 2010 10:48 am

HD4770, so DX10.1 and SM4.1. But err... I've seen some people having DX10-capable hardware voting DX9, because they use Windows XP. The poll however specifically states the maximum DirectX level you card supports. Isn't this kinda... distorting the poll results?

About Multi-threaded rendering, if it would someday be implemented, this would probably only affect MGE-related stuff, and not Morrowind itself right?

And yay, LizTail's back :D
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Lloyd Muldowney
 
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Post » Sat Jan 30, 2010 2:32 am

The poll results make me feel like a loser.
:cry:


Not sure what you voted, but I'm one of the three that has a card that only supports SM 2.0 or older :sad:

(Actually, only 1.4 :bolt:)
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Kate Schofield
 
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Post » Fri Jan 29, 2010 10:27 am

Voted:

DirectX 9.0c
SM 3.0
XP SP2

Soon i'll be switching to a better GPU, with DX 10 and SM 4.0 (9800GT), though I won't use DX 10 because of XP.
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chirsty aggas
 
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Post » Fri Jan 29, 2010 12:03 pm

Ah, the hard, thankless work of moving so much around with the intent to change nothing. The novices like myself who are useless at reading MGE's source but still want to see how it works will appreciate the cleanups, though -- and I'll be looking forward to new features whenever the come!

[...]

-- Global illumination using Peachykeen's lightcache code

Yup, exactly! I hadn't heard of anyone implementing global illumination. Do you have a link to it?


And will be animated trees in the next version? as grass is now. Or is it impossible without the use of tessellation of the above?

It already supports it, but Vality never finished releasing the version of his mod that supports it, AFAIK. You can find videos of it on YouTube, though.


Also as a side note, it's interesting to see that 7 has inched out XP.

Yeah, and Vista + Win7 is almost 2/3 so far. That's interesting because DX10+ uses a new and better API which also has backward compatibility for DX9 hardware, but it's only availiable in Vista and Win7.

It is good to see you Liztail. Welcome back. :celebration: I started to write simple shaders since you're gone. :)

If you need ideas, I have this huge list which I paint in green more and more. Thanks to MGE team.

http://mgeshaderlib.50.forumer.com/viewtopic.php?p=385#p385

[...]

For terrain shadows, you mentioned the problem: "distant terrain is a different shape than the local terrain". If we fix it, we can have terrain shadows then. (plain logic :toughninja: ) I know it would be impossible, but how bad could it be? How does Crysis do it?


Thanks! ^_^ To to make it possible to cast terrain shadows, we'd probably need to have a full resolution copy of the height map available to MGE at runtime and then create and destroy chunks of it as you walk around and use those to cast shadows on Morrowind terrain.

Im just curious, but what will happen to MGE development when/if OpenMW is released? Are the two projects in cahoots atall?

Last I checked it still had a long way to go. Both projects are open source so they can steal code from MGE if they want, but I don't plan to work on OpenMW right now.

HD4770, so DX10.1 and SM4.1. But err... I've seen some people having DX10-capable hardware voting DX9, because they use Windows XP. The poll however specifically states the maximum DirectX level you card supports. Isn't this kinda... distorting the poll results?

Yeah, please vote based on what your card supports, not what your OS supports. OS is a separate question and I'm fully aware that XP doesn't support DX10+. Thanks!
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No Name
 
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Post » Fri Jan 29, 2010 10:28 pm

Yup, exactly! I hadn't heard of anyone implementing global illumination. Do you have a link to it?


Sorry if my comment was misleading, I suppose how I meant to word it was that Peachykeen wrote code pass lighting information to shaders -- his intent was to get normal mapping working, and from what I understand, he got fairly far along. If he (or someone else) doesn't post a link to his source by the time I get in later, I'll see if I can dig it up for you.
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Tiffany Castillo
 
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Post » Sat Jan 30, 2010 12:31 am

Not sure what you voted, but I'm one of the three that has a card that only supports SM 2.0 or older :sad:

(Actually, only 1.4 :bolt:)


Same here.
:sadvaultboy:
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Karine laverre
 
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Post » Sat Jan 30, 2010 2:01 am

WinXP SP3
3 GB ram
nVidia GeForce 9800 GT
SM 4.0
DX 9.0c card is capable of DX 10
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Kortniie Dumont
 
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Post » Sat Jan 30, 2010 2:26 am

Ati Radeon HD 4850 and Windows XP 64 bit, so that's DirectX 10.1 and SM 4.1. I hope to upgrade to Windows 7 soon to take advantage of DX 10 features.
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SaVino GοΜ
 
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Post » Fri Jan 29, 2010 4:56 pm

DX 10
SM 4.0
Windows Vista 64....will fully upgrade to 7 next year when I build my new rig...waiting on AMD.....:P
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Liv Brown
 
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Post » Fri Jan 29, 2010 1:40 pm

just recently upgraded from the geforce 7600 to a geforce 9600 GT so im one of the direct X 10 and VS PS 4.0 voters though im not about to switch OS anytime soon so Vista was my vote thanks for all the hard work on the MGE project i wouldnt play morrowind without it .
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Mélida Brunet
 
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Post » Sat Jan 30, 2010 12:24 am

Win XP
GTX 260
Phenom II X4 955
4GB RAM
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Dewayne Quattlebaum
 
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Post » Fri Jan 29, 2010 3:19 pm

With detail textures I mean that MGE onlyl seem to render vertex colors and the default base map. It doesn't seem to support any other .NIF properties, such as dark maps or detail maps or for all that matters multiple uvs. This would help immensly to get some meshes to look good in the distance and close up at the same time.
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Jaki Birch
 
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Post » Fri Jan 29, 2010 10:53 am

The GT200 chip (used in all the GTX 2xx cards) comes in two scales: 65nm and 55nm. The difference is the size of features on the chip: 65nm vs. 55nm. Smaller is better, because smaller chips are cheaper to manufacture and use less power while making the same performance. There were several models of the GTX 260, and what you have is the best one.

A fully functional GT200 chip has 240 unified shaders. GTX 260's are made from GT200's that have 192 (the original) or 216 (the Core 216) working unified shaders. (GT200's that have all the unified shaders working go into the 275, 280, 285, and 295 cards.)

I shouldn't have even asked if it was an inferior version of the card - after all, you recommended it to me! I cannot doubt your wisdom! :bowdown:

EDIT: I have two old cards sitting around, an XFX 7900 GTX and an XFX 8800 GS. I'd be happy to donate them if anyone is interested. Just make sure your other hardware can integrate with it properly.
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Chica Cheve
 
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Post » Fri Jan 29, 2010 10:37 am

With detail textures I mean that MGE onlyl seem to render vertex colors and the default base map. It doesn't seem to support any other .NIF properties, such as dark maps or detail maps or for all that matters multiple uvs. This would help immensly to get some meshes to look good in the distance and close up at the same time.

Ah, gotcha. Unfortunately, limiting the shader complexity of the distant objects and sorting them by texture while rendering to minimize switches are some of the most important ways that MGE can manage to still run at playable speeds while issuing so many thousands of draw calls, so I doubt this will be able to change =/ Personally, I think of it as a form of LOD where it makes sense for distant objects that are small on the screen to be less detailed than close up ones.
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victoria johnstone
 
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Post » Fri Jan 29, 2010 10:15 pm

Ah, gotcha. Unfortunately, limiting the shader complexity of the distant objects and sorting them by texture while rendering to minimize switches are some of the most important ways that MGE can manage to still run at playable speeds while issuing so many thousands of draw calls, so I doubt this will be able to change =/ Personally, I think of it as a form of LOD where it makes sense for distant objects that are small on the screen to be less detailed than close up ones.

While partially true, the color of a mesh with both applied looks far different from only the base texture so you have a really ugly seam between that LOD. This whole thing began with dark-maps tbh. the idea was to be able to see fake shadows from afar (and close up) in order to break up the very noticeable tiling effect you can get on excessively large meshes. (in this example mountains).

While I understand it is ace for performance would it really be that much work if you can tag them in the exceptions list as some kind of special objects? so that only the meshes with a specific tag will render that way? this way it would be optional and a win/win for anyone who wants some things to just be.. super quality so to speak.
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~Sylvia~
 
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Post » Fri Jan 29, 2010 12:00 pm

While partially true, the color of a mesh with both applied looks far different from only the base texture so you have a really ugly seam between that LOD. This whole thing began with dark-maps tbh. the idea was to be able to see fake shadows from afar (and close up) in order to break up the very noticeable tiling effect you can get on excessively large meshes. (in this example mountains).

While I understand it is ace for performance would it really be that much work if you can tag them in the exceptions list as some kind of special objects? so that only the meshes with a specific tag will render that way? this way it would be optional and a win/win for anyone who wants some things to just be.. super quality so to speak.

Again, just speculating on feature ideas here, but I think it would actually be quite a bit of work. You would need to adjust the static generation process to export several more textures and sets of UV coordinates for every static, and adjust the static format to flag them with the type of maps that they contained. This would dramatically increase the size of the static file and thus load time and GPU memory usage at runtime. You would also lose some or all of the effectiveness of the optimization that MGEgui currently does where it merges meshes with the same base map to cut down on draw calls. At runtime you'd either need to generate various shader permutations, or a big uber-shader with if statements to handle all the possibilities. If you wanted to support everything that Morrowind does, then you'd have almost no chance of sorting the render list in a way that would reduce texture swaps, so the best you could do would be to render identical objects together. To get to the point where the objects looked the same, you'd need to set several textures and several material colors before each group of identical meshes, which I'm pretty sure would completely tank performance. Even if someone did volunteer to do this, it would also mean a lot more optional code paths which is always a recipe for difficult bugs that only affect a small handful of people. Of course, I wouldn't ever say that it is impossible that it could ever happen. It just seems unlikely to be worth the effort on current hardware to me.
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Darian Ennels
 
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Post » Fri Jan 29, 2010 8:59 pm

Voted! Can't wait to see what happens with MGE.
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Avril Churchill
 
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Post » Fri Jan 29, 2010 3:22 pm

Again, just speculating on feature ideas here, but I think it would actually be quite a bit of work. You would need to adjust the static generation process to export several more textures and sets of UV coordinates for every static, and adjust the static format to flag them with the type of maps that they contained. This would dramatically increase the size of the static file and thus load time and GPU memory usage at runtime. You would also lose some or all of the effectiveness of the optimization that MGEgui currently does where it merges meshes with the same base map to cut down on draw calls. At runtime you'd either need to generate various shader permutations, or a big uber-shader with if statements to handle all the possibilities. If you wanted to support everything that Morrowind does, then you'd have almost no chance of sorting the render list in a way that would reduce texture swaps, so the best you could do would be to render identical objects together. To get to the point where the objects looked the same, you'd need to set several textures and several material colors before each group of identical meshes, which I'm pretty sure would completely tank performance. Even if someone did volunteer to do this, it would also mean a lot more optional code paths which is always a recipe for difficult bugs that only affect a small handful of people. Of course, I wouldn't ever say that it is impossible that it could ever happen. It just seems unlikely to be worth the effort on current hardware to me.

Gotcha, i'll have to do with what I have now then. Thanks for your very in-depth answer! =)

I talked briefly with Peachykeen about this, but I might as well also pitch the discussion here. Can it be done shaderwise instead? like we are doing with say, grass for example? So you will tag it as something and it will appy a shader that in it's turn applies the darkmap/detailmap? Sounds more feasible?
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Sandeep Khatkar
 
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Post » Fri Jan 29, 2010 7:36 pm

Whee, getting close to 100 votes now, thanks so much every one!

Gotcha, i'll have to do with what I have now then. Thanks for your very in-depth answer! =)

I talked briefly with Peachykeen about this, but I might as well also pitch the discussion here. Can it be done shaderwise instead? like we are doing with say, grass for example? So you will tag it as something and it will appy a shader that in it's turn applies the darkmap/detailmap? Sounds more feasible?

I'm not sure I fully understand what you're suggesting, but it seems to me that flagging a mesh as using a special shader and then trying to figure out what that shader needs so the runtime C++ code can pass in the right shader constants and set the right textures and so the static generation and loading process would know what to do would be even more work than reading it from the NIF file and coming up with a standardized encoding sceme for the static file.

If you're asking whether it would be easier to implement if the goal was to support dark and detail maps, and not all types of maps and material colors (glow and emissive color, for example), then I agree that it would be slightly easier, but but I don't think it would be by much since you would have to write a lot of the same code either way.
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Lucy
 
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