So turn off HBAO. Or are you suggesting nVidia should spend time and money on a project for AMD?
How about the game developers just stand up to the Green Goblin for once and demand open standards?
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So turn off HBAO. Or are you suggesting nVidia should spend time and money on a project for AMD?
How about the game developers just stand up to the Green Goblin for once and demand open standards?
So turn off HBAO. Or are you suggesting nVidia should spend time and money on a project for AMD?
bzzzt, not according to the article
How about the game developers just stand up to the Green Goblin for once and demand open standards?
bzzzt, not according to the article
if HBAO+ doesn't run on AMD hardware then how can it affect AMD performance? simple answer is that it can't
the article says that gameworks means that devs and AMD CANNOT improve performance, yet clearly between the two of them they did
I also don't believe for a single second that AMD only have ASSEMBLER tools for their own drivers, that would be retarded. If you write the drivers in C++ then you can log every single call that is made IN TO your own software from outside - if you did C++ at college then you should know this. Even if the tools didn't already exist within C++ (which they do), you would only have to add a line of code to every function to tell it to log every time it was called and what arguments were passed to it and any other info you wanted to log.
If you log that a particular exe or lib calls in to your exe and asks it to perform X then Y then Z and you see that this is causing a performance issue you can capture that and tell your own application to perform A > B > C instead.
Sorry, can't go into more detail on this situation. I did not say AMD only had assembler tools for driver optimization. I said AMD could still perform assembler-level optimizations based on what they can see from the driver's output, but cannot see the HLSL code and therefore can't optimize at that high level.
In response to "NVidia are playing smart with this at launch"... what happened with Tomb Raider again? oh yeah, the developer / AMD made a load of changes to TressFX in TR *right* before launch meaning that all the launch reviews showed a GTX680 matching a 7870 and Nvidia then had to rush out a few patches to get back that performance
Yes. And NV was able to do that because NV wasn't barred from seeing the source code. TressFX is *available.* You can go download it.
They should all work but the will only have been QA'd against nVidia cards. Not sure at what level Flex ties into PhysX so might be some potential issues there but IIRC it has its own specialised solver thats stand alone from PhysX.
They should all work but the will only have been QA'd against nVidia cards. Not sure at what level Flex ties into PhysX so might be some potential issues there but IIRC it has its own specialised solver thats stand alone from PhysX.
Not sure if its been released bur flex will have a full directcompute version in physx 3.4 sdk
The difference between Gaming Evolved / TWIMTBP and GameWorks is that in the former programs (including TressFX), games that launched with preferential support for one program did not preclude eventual optimization for the other vendor.
GW does preclude this by using NV libraries under license that AMD cannot see and cannot optimize in the same fashion. It may be that a developer that wants AMD optimizations can work with the company to get some of that work in. AMD may be able to do some fine-tuning via ultra low-level driver tuning. But the developer cannot hand AMD the HLSL code and say: "Here, have a look." In the past, they could. That's the difference. And because any developer cooperation with AMD to try to get some kind of code optimization in is going to operate under a legal gray area, that's going to be difficult and time consuming.
Each library is specific, not broad. So a library for HBAO+ is a library for that function. A library for tessellation (if one existed) is a library for tessellation. A game that incorporates five GW libraries for five separate functions does not prevent AMD from optimizing for a sixth function that is not covered by a GW library.
It's a simple distinction.
So if this is the case, the article is because AMD can't optimize for this nVidia tech? This is getting more and more like Mantle the more this goes on but Mantle is cool and GameWorks is bad?
No its not like Mantel because AMD cards is still going through some of GameWorks= nVidia tech while with Mantel=AMD tech, nVidia cards dont go through any of it so are not hampered by it or restricted by it at any level.
No its not like Mantel because AMD cards is still going through some of GameWorks= nVidia tech while with Mantel=AMD tech, nVidia cards dont go through any of it so are not hampered by it or restricted by it at any level.
It doesn't matter how many times you say it or explain it. They choose not to listen. You're Just wasting your time. If they can't understand the very basic difference by now, you'll never get them to understand it. It comes down to their gpu preference and they won't hear anything said against it.
But at least GameWorks is working on AMD cards,
It doesn't matter how many times you say it or explain it. They choose not to listen. You're Just wasting your time. If they can't understand the very basic difference by now, you'll never get them to understand it. It comes down to their gpu preference and they won't hear anything said against it.
It doesn't matter how many times you say it or explain it. They choose not to listen. You're Just wasting your time. If they can't understand the very basic difference by now, you'll never get them to understand it. It comes down to their gpu preference and they won't hear anything said against it.
The difference between Gaming Evolved / TWIMTBP and GameWorks is that in the former programs (including TressFX), games that launched with preferential support for one program did not preclude eventual optimization for the other vendor.
GW does preclude this by using NV libraries under license that AMD cannot see and cannot optimize in the same fashion. It may be that a developer that wants AMD optimizations can work with the company to get some of that work in. AMD may be able to do some fine-tuning via ultra low-level driver tuning. But the developer cannot hand AMD the HLSL code and say: "Here, have a look." In the past, they could. That's the difference. And because any developer cooperation with AMD to try to get some kind of code optimization in is going to operate under a legal gray area, that's going to be difficult and time consuming.
Each library is specific, not broad. So a library for HBAO+ is a library for that function. A library for tessellation (if one existed) is a library for tessellation. A game that incorporates five GW libraries for five separate functions does not prevent AMD from optimizing for a sixth function that is not covered by a GW library.
It's a simple distinction.
Had to laugh