"OGRE DirectX 10 render system" preview

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
helloween
Halfling
Posts: 77
Joined: Tue Mar 01, 2005 1:45 pm

Post by helloween »

I have same troubles with an xna renderer, some demos are working on some cards, and some others on other cards, even with the simplest shader.
I would like someone to explain me how this is possible, how games can handle many different cards without bug, they write specific shaders 10 times for 10 cards ?
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

@gugus – if you want to use the same shaders in your game for DX9, GL, and DX10 you will have to build shaders that compiles both as hlsl and as cg and have different materials and a code switch to select the material according to the render system, cg and hlsl are almost the same. This is a problem indeed.

@helloween – xna uses DX9 to render as far as I know – so I guess this is not the right thread for discussing this problem, also – OGRE doesn’t have an xna render system yet.
Watch out for my OGRE related tweets here.
User avatar
gugus
Halfling
Posts: 96
Joined: Mon Feb 05, 2007 6:35 pm
Location: France Mulhouse

Post by gugus »

Ok.Thanks!
helloween
Halfling
Posts: 77
Joined: Tue Mar 01, 2005 1:45 pm

Post by helloween »

Assaf Raman wrote:@gugus – if you want to use the same shaders in your game for DX9, GL, and DX10 you will have to build shaders that compiles both as hlsl and as cg and have different materials and a code switch to select the material according to the render system, cg and hlsl are almost the same. This is a problem indeed.

@helloween – xna uses DX9 to render as far as I know – so I guess this is not the right thread for discussing this problem, also – OGRE doesn’t have an xna render system yet.
yeap, its based on directx9 but all fixed function have been removed (from world/view/projection matrices to texturing ect...) and you are obliged to draw with an effect on.
I thought I could have some help on understanding why the same code works so differently on different cards with a very basic shader effect.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

Can you post a sample of this with code and screenshots from 2 cards?
Watch out for my OGRE related tweets here.
User avatar
ahmedismaiel
OGRE Contributor
OGRE Contributor
Posts: 217
Joined: Wed Jan 25, 2006 11:16 pm
Location: Redmond,WA

Post by ahmedismaiel »

i don't think this is a driver bug ,i have all nvidia directx10 samples & all DX10 games working ,i would say it's an initialization problem to the vertex buffer that is bound

perhaps you can post a debug version of the application so i can try it out?
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

ahmedismaiel wrote:perhaps you can post a debug version of the application so i can try it out?
Sure, download the render system from here: Latest code here: Direct3D10_pre9.zip

Add it to the "ogrenew\RenderSystems" dir and to the Ogre_vc8.sln solution.

then change the Plugins.cfg file to use this render system.
add this line to the debug plugins.cfg file:

Code: Select all

Plugin=RenderSystem_Direct3D10_d
and this line to the release plugins.cfg file:

Code: Select all

Plugin=RenderSystem_Direct3D10
Then just run your normal Demo_ParticleFX.exe demo.

I don’t think this is a vertex problem but a texture load problem.

I will be really happy if you compile my render system, run it on your computer and suggest fixes.

EDIT - also remove this line from the debug plugins.cfg file

Code: Select all

Plugin=Plugin_CgProgramManager_d
and this from the release:

Code: Select all

Plugin=Plugin_CgProgramManager
No cg in dx 10...
Watch out for my OGRE related tweets here.
helloween
Halfling
Posts: 77
Joined: Tue Mar 01, 2005 1:45 pm

Post by helloween »

Assaf Raman wrote:Can you post a sample of this with code and screenshots from 2 cards?
I was using a shader from a xna tutorial here http://creators.xna.com/Headlines/devel ... ample.aspx

on a 8500 GT and some other nvidia cards the result was like this :
http://img180.imageshack.us/img180/3188/terraincg3.jpg

and on my ati 1600 like that :
http://img87.imageshack.us/img87/8603/terrain2wb7.jpg


I finally tried the most simple shader and it is working better on different card.

But still, how are you managing the different kind of textures, for example if you have to draw the envmap of the Ogre ear ring ?
and what about the texture coordinates ?
Will you render system be open source ?

Thanks
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

helloween wrote:how are you managing the different kind of textures, for example if you have to draw the envmap of the Ogre ear ring ? and what about the texture coordinates ?
I guess I will deal with it in the fixedFuncEmu. For now – I guess you will need to write a shader for it.
helloween wrote:Will you render system be open source ?
I released the code here in the forum and it has the same license as OGRE (LGPL or pay Sinbad's company for static link). I guess in the end I will post a patch to OGRE of the whole render system or Sinbad will take what he needs from my code and build his own dx10 render system.
Watch out for my OGRE related tweets here.
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 67

Post by sinbad »

We'll do some kind of merging effort at some point down the line, we did this years ago when we first supported Dx9 in fact. In fact, if you're able to merge the code I'd already done into your version I could give you access to HEAD to develop on. The cvsmail archives have the details of what I've done already, but it was mostly:

- D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
- texel / pixel mapping same as GL now
- hardware vertex / index buffer refinements & scratch resource behaviour
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

OK, I will do the merge on the weekend and we will see what next after that.
Watch out for my OGRE related tweets here.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

I downloaded HEAD cvs and got everything to compile.
I need to think of the best way to do the merge.
I will try to copy from my code and paste in yours if I can.
I will post here when I am done.
Watch out for my OGRE related tweets here.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

I didn't finish it this weekend. I will try to finish the merge by next week.
Watch out for my OGRE related tweets here.
User avatar
33 Minutes
Gnoblar
Posts: 12
Joined: Sun Feb 03, 2008 8:11 pm

Post by 33 Minutes »

That's looking promising, but some ridiculously small amount of people are configured for DX10 (Something like 5% last time I checked) But don't stop, Keep going!
User avatar
deficite
Gremlin
Posts: 160
Joined: Sat Oct 15, 2005 4:31 pm
Location: TN, USA

Post by deficite »

That number will grow exponentially once the tipping point gets reached (when the DX10 midrange cards stop sucking). We're almost there too; the 8800GT and the ATi 3xxx cards are pretty good, and they're <= $200. The 3xxx cards are even 10.1 (as well as the 9xxx cards, which are only 16 days away ATM)

I also agree; keep going! I don't have a DX10 card yet, but you better bet I'll be messing around with it once I do get one. It'll be all the better if my favorite graphics engine supported it :D
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

Here are some new screenshots to give you the feel of the current state of this project:
Image
Image
Image
Image
Image
Image
Image
Image
Image
Watch out for my OGRE related tweets here.
User avatar
CaseyB
OGRE Contributor
OGRE Contributor
Posts: 1335
Joined: Sun Nov 20, 2005 2:42 pm
Location: Columbus, Ohio
x 3

Post by CaseyB »

It's looking really good man! Great work!
Image
Image
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

I also got the render to texture partially working.
Image
Watch out for my OGRE related tweets here.
juedno
Halfling
Posts: 77
Joined: Sat Mar 11, 2006 3:42 am

so cool!!

Post by juedno »

so cool!! 8) 8)
User avatar
deficite
Gremlin
Posts: 160
Joined: Sat Oct 15, 2005 4:31 pm
Location: TN, USA

Post by deficite »

I assume those framerates are low due to something else running (such as FRAPS, etc.)? If not, what specs does your system have?
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

The demos are running in release and I have a dell xps 1330 with GeForce 8400M GS. nothing else is running.
The fps of dx9 and dx10 are almost the same for the demos - so the fps is not bad for the dx10.
Watch out for my OGRE related tweets here.
User avatar
deficite
Gremlin
Posts: 160
Joined: Sat Oct 15, 2005 4:31 pm
Location: TN, USA

Post by deficite »

Ok, the 8400 explains it. That's why I was asking. I was just making sure you weren't getting 18FPS on an 8800GTX or something :lol:

Keep up the good work :)
Beefygoblin
Gnoblar
Posts: 1
Joined: Sat May 16, 2009 10:27 pm

Re: "OGRE DirectX 10 render system" preview

Post by Beefygoblin »

Just adapting for dx10 now is pointless (and it didn't realy deliver much anyway). Two words Larrabee and GT300. Yep,screwed. Going to have to completly throw out half of whats been achieved and go in the opposite dirrection.

It will be fun though.
User avatar
Azgur
Goblin
Posts: 264
Joined: Thu Aug 21, 2008 4:48 pm

Re: "OGRE DirectX 10 render system" preview

Post by Azgur »

Beefygoblin wrote:Just adapting for dx10 now is pointless (and it didn't realy deliver much anyway). Two words Larrabee and GT300. Yep,screwed. Going to have to completly throw out half of whats been achieved and go in the opposite dirrection.

It will be fun though.
Flamebait?
Complete nonsense eitherway.
User avatar
AshMcConnell
Silver Sponsor
Silver Sponsor
Posts: 605
Joined: Fri Dec 14, 2007 11:44 am
Location: Northern Ireland
x 16

Re: "OGRE DirectX 10 render system" preview

Post by AshMcConnell »

nice of him to go to the trouble of registering for that ;)