Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: new display mode idea  (Read 2150 times)

darius

  • Bay Watcher
  • ^^
    • View Profile
new display mode idea
« on: February 21, 2010, 08:37:04 am »

Well we already are using openGl so why not: This?

Basically it's a opengl shaders that are doing all the work. Of course that means that you need to have newer card but maybe 4 digit fps is (for gui) would be worth the trouble.
Now that i think about it i would rather see pathing implemented on shaders :D
Logged

dorf

  • Bay Watcher
    • View Profile
Re: new display mode idea
« Reply #1 on: February 21, 2010, 01:22:07 pm »

Sounds awesome enough.
I wonder, if Baughn would be up for this. And, if it would be worth the extra hassle.
Logged

Timst

  • Bay Watcher
    • View Profile
Re: new display mode idea
« Reply #2 on: February 21, 2010, 06:16:52 pm »

How ressource-heavy is the display system of DF anyway ? I always figured that the pathfinding was the main process.

Lost Requiem

  • Bay Watcher
    • View Profile
    • Fur Affinity
Re: new display mode idea
« Reply #3 on: February 21, 2010, 06:55:58 pm »

Graphics power means soap to DF. The game is all about processing power, and shaders would be about as effective in DF as it would be in a Zork game.
Logged
Lost's sanctuary for Lolis.
Quest Complete! 41/31

darius

  • Bay Watcher
  • ^^
    • View Profile
Re: new display mode idea
« Reply #4 on: February 21, 2010, 08:01:13 pm »

How ressource-heavy is the display system of DF anyway ? I always figured that the pathfinding was the main process.
Well 40D* series against 40D have a good increase in FPS. (e.g i was playing at about 70 fps with d16 it's 110)
Graphics power means soap to DF. The game is all about processing power, and shaders would be about as effective in DF as it would be in a Zork game.
You probably didn't look into it. It's about using shaders (or gpu for that mater) do computations and thus allowing cpu to do other things (like pathing).
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: new display mode idea
« Reply #5 on: February 21, 2010, 10:08:42 pm »

I don't think it would make much of a difference, but I might do it for fun. And then we'll see.
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: new display mode idea
« Reply #6 on: February 22, 2010, 01:07:30 am »

I don't think it would make much of a difference, but I might do it for fun. And then we'll see.

fun? get back to work!

dorf

  • Bay Watcher
    • View Profile
Re: new display mode idea
« Reply #7 on: February 22, 2010, 04:26:26 am »

I don't think it would make much of a difference, but I might do it for fun. And then we'll see.
Thought as much. ;D
Logged

Freaky

  • Bay Watcher
    • View Profile
Re: new display mode idea
« Reply #8 on: February 22, 2010, 12:33:49 pm »

Now that i think about it i would rather see pathing implemented on shaders :D

Quote
This paper describes an efficient GPU implementation of parallel global pathfinding using the CUDA programming environment, and demonstrates GPU performance scale advantage in executing an inherently irregular and divergent algorithm.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: new display mode idea
« Reply #9 on: February 22, 2010, 12:36:59 pm »

Now that i think about it i would rather see pathing implemented on shaders :D

Quote
This paper describes an efficient GPU implementation of parallel global pathfinding using the CUDA programming environment, and demonstrates GPU performance scale advantage in executing an inherently irregular and divergent algorithm.

Except that not everyone has a GPU capable of taking advantage of CUDA.  You know, by being limited to a subset of all nVidia cards...
Logged

Freaky

  • Bay Watcher
    • View Profile
Re: new display mode idea
« Reply #10 on: February 22, 2010, 01:52:04 pm »

Except that not everyone has a GPU capable of taking advantage of CUDA.  You know, by being limited to a subset of all nVidia cards...

So?  It's a research paper showing that pathfinding can work on a GPU, not a functional/usable implementation (rarely found in papers).  I have an ATI card, I'm well aware of the limitations of CUDA, it doesn't matter.  A proper library would probably use OpenCL, which can target multi-vendor GPUs and CPUs.
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: new display mode idea
« Reply #11 on: February 24, 2010, 04:57:14 pm »

6x speed boost in shader mode.  :-*
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

KillHour

  • Bay Watcher
  • One of many
    • View Profile
Re: new display mode idea
« Reply #12 on: February 24, 2010, 05:17:48 pm »

6x speed boost in shader mode.  :-*

Holy Armok!  That's insane.
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: new display mode idea
« Reply #13 on: February 24, 2010, 05:38:24 pm »

Well, it just means there's no overhead from display anymore.
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

KillHour

  • Bay Watcher
  • One of many
    • View Profile
Re: new display mode idea
« Reply #14 on: February 24, 2010, 06:52:20 pm »

Well, it just means there's no overhead from display anymore.

I know, but it's still impressive.  I assume that's VS OpenGL?
Logged
Pages: [1] 2