MGE Hardware Survey

Post » Fri Jan 29, 2010 11:44 pm

Hi all,

I've been considering some changes to MGE that would improve performance and add new features, and it would be really helpful to know the general state of the hardware and OS of everyone out there who uses MGE on a regular basis. Obviously the more types of hardware that have to be supported, the less likely a particular feature is to perform well or even be possible, so just knowing what you're using would be a huge help. This is not a generic "What are you running" poll, it's specifically meant for MGE users who would be excited to be able to benefit from the advanced features of their video card, or disappointed if their PC was no longer supported by new versions.

So if you don't mind helping out, please http://www.gpureview.com/videocards.php. If you've forgotten what it's called, you should be able to see it's name by looking at your Display Properties in Windows on the page that shows your screen resolution. Once you've found it, note the values for "DirectX Compliance" and "PS/VS Version" and use that to fill in the survey.

Thanks a ton!

P.S. I skimmed through the forum guidelines and didn't notice anything specific that forbade me from doing a poll like this, but if I missed something and it's not allowed then I apologize.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Fri Jan 29, 2010 5:05 pm

Hi Liztail nice to see you around - I haven't voted in the poll yet as am in the process of picking a new rig - seeing as you ask about Direct X 11 - does that mean you have some capacity to use features from 11 in a future update to MGE?
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Fri Jan 29, 2010 11:23 am

I jotted down what I know for sure. The problem is that I have nVidia GeForce GTX 295x2 which means it's a bit more recent and fairly different from the version on that webpage.

I theorize SM 5.0, but I wouldn't know it seems to tag along DX11 which I'm pretty damn sure is within the cards capabileties.

Thanks for your hard work!
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Fri Jan 29, 2010 2:31 pm

Voted; and to reiterate C_Mireneye, thanks a lot (and to all of the MGE developers) for everything so far. MGE is fantastic after so much work; improved performance or even more advanced features will always be welcome =).
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri Jan 29, 2010 9:17 am

I jotted down what I know for sure. The problem is that I have nVidia GeForce GTX 295x2 which means it's a bit more recent and fairly different from the version on that webpage.

I theorize SM 5.0, but I wouldn't know it seems to tag along DX11 which I'm pretty damn sure is within the cards capabileties.

Thanks for your hard work!


No 200 series, not even the 295x2, can do DX11 or SM5. They are DX10, SM 4.0. (The little 210, 220, and 240 models and the OEM-only 300 series are the only ones that can do DX10.1, SM 4.1.)

nVidia didn't have anything with DX11 or SM5 until the much-delayed 400 series came out last month.
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Fri Jan 29, 2010 8:08 pm

Hiya Liztail! :wave:
I've got nvidia 8800GT which only supports up to sm 4.0, but since the poll doesn't list sm 4.0, I voted 4.1.

And it's great to see your continued involvement with MGE development!
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Fri Jan 29, 2010 1:17 pm

Hi Liztail nice to see you around - I haven't voted in the poll yet as am in the process of picking a new rig - seeing as you ask about Direct X 11 - does that mean you have some capacity to use features from 11 in a future update to MGE?

Anything is possible =)

Hiya Liztail! :wave:
I've got nvidia 8800GT which only supports up to sm 4.0, but since the poll doesn't list sm 4.0, I voted 4.1.

Crap, I meant to have it in there! I added it, but now it's at the bottom ::sigh:: Thanks for pointing that out.
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Fri Jan 29, 2010 1:10 pm

Imo the whole deal with DX11 tesselation is kind of weird. If I want tesselation why not just increase the density/detail of a the mesh you are creating? Why simulate it? instead of going more artifical graphical effects go with more actual geometry detail? The Shader world is getting a bit out of hand imo.

But maybe that is just my opinion.

Not quite the discussion for this topic, altho I suppose that depends on what ideas Liztail has in store =)
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Fri Jan 29, 2010 7:15 pm

Imo the whole deal with DX11 tesselation is kind of weird. If I want tesselation why not just increase the density/detail of a the mesh you are creating? Why simulate it? instead of going more artifical graphical effects go with more actual geometry detail? The Shader world is getting a bit out of hand imo.

But maybe that is just my opinion.

Not quite the discussion for this topic, altho I suppose that depends on what ideas Liztail has in store =)


I think the idea of tessellation is awesome for a few reasons... here are a few off the top of my head: The amount of data you need to transfer from the CPU to the GPU across the bus for a given mesh is reduced. The vertex shader only runs on the original mesh, not the tessellated one, so you save time when doing things like skin or cloth deformation of a complex mesh. You get automatic LOD without having to store extra copies of the mesh on the GPU or dealing with deciding how to blend between one level and another smoothly (which often means drawing both for a while, which messes up the point). It can actually be cheaper to displace a tessellated mesh to add detail than to do an expensive parallax shader that just adds fake detail and won't affect things like the silhouette edge.

That said, you need to do a lot of extra stuff to make tessellation work, and I have no idea if it would be feasible to enable it in Morrowind. Unfortunately it's not as simple as flipping a switch in the API. The other major features of DX11, multi-threaded rendering, dynamic shader linkage, and compute shaders would all be easier to make use of in MGE than tessellation, I think.
User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Fri Jan 29, 2010 10:42 pm

Hi all?? Voted?? What the h... its this forum layout...

Any way to get global and cloud shadows in a future with MGE? :D
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Fri Jan 29, 2010 11:01 pm

That said, you need to do a lot of extra stuff to make tessellation work, and I have no idea if it would be feasible to enable it in Morrowind. Unfortunately it's not as simple as flipping a switch in the API. The other major features of DX11, multi-threaded rendering, dynamic shader linkage, and compute shaders would all be easier to make use of in MGE than tessellation, I think.


Multi-threaded rendering? Now that sounds cool

Hi all¡¡ Voted¡¡ What the h... its this forum layout...

Any way to get global and cloud shadows in a future with MGE? :D


1) Yep... this is how the forum looks now :( . Yacoby and some others have some good mods for it, though.

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 :) .


Edit: http://www.gamesas.com/index.php?/topic/1082909-forum-style-alterations/ to the forum mods thread.
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Fri Jan 29, 2010 11:18 am

I think the idea of tessellation is awesome for a few reasons... here are a few off the top of my head: The amount of data you need to transfer from the CPU to the GPU across the bus for a given mesh is reduced. The vertex shader only runs on the original mesh, not the tessellated one, so you save time when doing things like skin or cloth deformation of a complex mesh. You get automatic LOD without having to store extra copies of the mesh on the GPU or dealing with deciding how to blend between one level and another smoothly (which often means drawing both for a while, which messes up the point). It can actually be cheaper to displace a tessellated mesh to add detail than to do an expensive parallax shader that just adds fake detail and won't affect things like the silhouette edge.

That said, you need to do a lot of extra stuff to make tessellation work, and I have no idea if it would be feasible to enable it in Morrowind. Unfortunately it's not as simple as flipping a switch in the API. The other major features of DX11, multi-threaded rendering, dynamic shader linkage, and compute shaders would all be easier to make use of in MGE than tessellation, I think.

I see, well I suppose there are some valid points about tesselation. I'm still a bit dodgy tho, it's all this talk of different processors for geometry and shaders while lots of that could have gone into geometry fulltime while shaders would be fairly simple stuff. Oh well, I'm mostly talking from an article I read way back on "How much is to much?" referring to how ridiculous it's becoming. Stream processors fixed that a whole lot, but there is still a separation of processing that to me does not make sense.

Compute shaders are looking nice, multi thread rendering is useful for FPS also, all that is nice.

This is me dreaming but.. Dynamic clouds?
Another dream for me would be to include the detail map in distant meshes rendering.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Fri Jan 29, 2010 8:23 pm

What's the max shader model for the GTX 260? :unsure:

EDIT: handicap is that I'm on Windows XP, so no DX 10 and greater.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Sat Jan 30, 2010 12:45 am

What's the max shader model for the GTX 260? :unsure:



SM 4.0 I believe
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Fri Jan 29, 2010 11:53 pm

What's the max shader model for the GTX 260? :unsure:

EDIT: handicap is that I'm on Windows XP, so no DX 10 and greater.


Should be shader model 4.

Out of curiousity, which revision do you have? Core 192 65nm, Core 216 65nm, or Core 216 55nm?
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Sat Jan 30, 2010 1:34 am

Should be shader model 4.

Out of curiousity, which revision do you have? Core 192 65nm, Core 216 65nm, or Core 216 55nm?

How do I find out? I still have the box, if that helps. I can't find my specific card on Newegg nor Amazon anymore, even though I got it just this last winter.

---------
Voted:
9.0c DX
4.0 SM
Windows XP 64-bit

--------
EDIT: @Connary: I know, the new forums are horrible. Try implementing the tools and code from http://www.gamesas.com/index.php?/topic/1082909-forum-style-alterations/page__hl__alterations. By the power of Greyskull Stylish, I http://i468.photobucket.com/albums/rr50/Alaisiagae/Random/BGSF%20Tweaking/bgsf_what_snapback.jpg
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Fri Jan 29, 2010 12:39 pm

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...

Hi all¡¡ Voted¡¡ What the h... its this forum layout...

Any way to get global and cloud shadows in a future with MGE? :D


This is me dreaming but.. Dynamic clouds?
Another dream for me would be to include the detail map in distant meshes rendering.


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.

What did you mean by detail map in distant mesh rendering?

What's the max shader model for the GTX 260? :unsure:

EDIT: handicap is that I'm on Windows XP, so no DX 10 and greater.

Looks like http://www.gpureview.com/GeForce-GTX-260-(55nm)-card-604.html And yeah, it is a shame that DX 10 and 11 don't work on WinXP, but it's interesting to see that so far only about 1/3 of people are still running XP. Even if I don't switch over to DX 10 or 11, though, this info still gives me a good idea about the hardware capabilities that people have in DX9, though. For example, it looks like just about everyone probably has multiple render target support.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Fri Jan 29, 2010 9:36 am

I had voted before SM 4.0 was added to poll. So, -1 for 4.1, and +1 for 4.0.

Edit: Changed, but I won't change DX10 to DX9c, because I'm capable of it in Vista, but just I don't use it.
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Fri Jan 29, 2010 3:53 pm

I had voted before SM 4.0 was added to poll. So, -1 for 4.1, and +1 for 4.0.

You can change your vote by first deleting your current one and then voting again.
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Fri Jan 29, 2010 10:40 pm

Crap, I meant to have it in there! I added it, but now it's at the bottom ::sigh:: Thanks for pointing that out.

No problem. Thanks for updating the poll.

And because the new forum software now allows us to delete our vote :twirl: , I'm able to redo my vote properly:
WinXP
DX 9.0c limited by OS - card is capable of DX 10
SM 4.0


[edit] ok, fixed my vote so that it reflects DX 10 capability.
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Fri Jan 29, 2010 12:46 pm

How do I find out? I still have the box, if that helps. I can't find my specific card on Newegg nor Amazon anymore, even though I got it just this last winter.

---------
Voted:
9.0c DX
4.0 SM
Windows XP 64-bit


Should be able to tell with http://www.techpowerup.com/gpuz/, which can also let you monitor temperatures and a few other things. The "Technology" field will show whether it's 55nm or 65nm, "Shaders" will show either 192 or 216.

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...


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!

While we're making fantasy wishlists, allow me to post mine:
-- Multi-threaded rendering (if that's as useful as it sounds, it'd be nice to actually utilize more than one core for Morrowind...)
-- Attaching shaders dynamically to objects at runtime via script commands
-- Volumetric shaders in place of stock weather effects
-- Global illumination using Peachykeen's lightcache code

What? I said fantasy. On the downside, I'd probably have to upgrade my PC to make use of it all... but on the upside, I'd get to upgrade my PC!
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Fri Jan 29, 2010 10:37 am

The poll results make me feel like a loser.
:cry:
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Fri Jan 29, 2010 3:44 pm

Should be able to tell with http://www.techpowerup.com/gpuz/, which can also let you monitor temperatures and a few other things. The "Technology" field will show whether it's 55nm or 65nm, "Shaders" will show either 192 or 216.

Technology: 55nm
Shaders: 216 Unified
DX support: 10.0/ SM 4.0

So, uh, what does the nm thing mean? Do I have a bad card? More shaders are good, right?
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Fri Jan 29, 2010 7:14 pm

Technology: 55nm
Shaders: 216 Unified
DX support: 10.0/ SM 4.0

So, uh, what does the nm thing mean? Do I have a bad card? More shaders are good, right?


Oh, no, by no means is it a bad card; sorry, just curious about it was all :). More shader units is a good thing, and using a smaller manufacturing technology can lower power draw and heat. However, what I'd heard was that the cooling units on the 55nm versions were cheaper quality than the 65nm versions -- sort of cancelling out the gain from the smaller manufacturing technology. Mine is a 216/65nm version, but if I had 216/55nm I would probably end up taking it apart just to see... ^_^

But, uh... thanks for satisfying my curiosity =).
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Fri Jan 29, 2010 8:39 pm

Technology: 55nm
Shaders: 216 Unified
DX support: 10.0/ SM 4.0

So, uh, what does the nm thing mean? Do I have a bad card? More shaders are good, right?


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.)
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Next

Return to III - Morrowind