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Truform

Black Label said:
what do truform and v sync do? should i have them turned on?


Truform will only work if the game supports it.

vsync helps maintain frame rates at monitor refresh rate if the software is going faster then the monitor refresh rate, helps in applications where you see tearing.
 
Truform

Truform uses High Order Surface geometry to
generate more detailed and realistic terrain and
character models for applications that support this
technology.


vertical sync "vsync"

Wait for vertical sync will lower the frame rate of
full screen games but reduce the image tearing
that can occur with the higher frame rate.
 
truform is dead btw, apparently it screws up lighting.
No need for it anymore, cards can push pleanty of polys now.
 
Moloch said:
truform is dead btw, apparently it screws up lighting.
No need for it anymore, cards can push pleanty of polys now.


Truform is dead but it never messed up lighting, just that bad programmers don't know how to use it :D . But now with sm 3.0 there is no need for Truform well actaully if a tessalor is programmed in a vertex shader even vs 1.0 can do it.

Sorry Truform is a tessalator, takes 1 polygon and breaks it up to 2 or however many is asked for. Its the opposite of LOD, Level of Detail, very useful, when the AGP port becomes a bottleneck when transporting mesh data across it, as all tesselation is done on the GPU side.
 
rancor said:
Truform is dead but it never messed up lighting, just that bad programmers don't know how to use it :D . But now with sm 3.0 there is no need for Truform.

Sorry Truform is a tessalator, takes 1 polygon and breaks it up to 2 or however many is asked for. Its the opposite of LOD, Level of Detail, very useful, when the AGP port becomes a bottleneck when transporting mesh data across it, as all tesselation is done on the GPU side.
No i it was a topic at beyond3d, they don't use it because it screws up lighting.
"Higher order surfaces (like TruForm) is problematic where shadows are concerned based on specific lighting solutions implemented in games. If shadows play a big part in a game, you don't want HOS. It fucks up shadow silhouettes. Better to spend the time using the good ole tradition (more polygons)."
 
i tried vsync in far cry and didnt see a difference at all. i still got around 75fps according to fraps.

does anyone know of a different frame counter other than fraps? i dont like the big numbers and prefer white better than yellow :)

o and does anyone know of a program that will kill all unnsesery* process that run in the backround while gaming?

thx
 
Moloch said:
No i it was a topic at beyond3d, they don't use it because it screws up lighting.
"Higher order surfaces (like TruForm) is problematic where shadows are concerned based on specific lighting solutions implemented in games. If shadows play a big part in a game, you don't want HOS. It fucks up shadow silhouettes. Better to spend the time using the good ole tradition (more polygons)."


I don't care what they say at B3d I've used it, Morwind has it, its bad programmers :D. I've been using tesselotors for 2 years now, and there are no issues with nurb type geomtry with tesselation in real time casting shadows. There is one draw back to TruFrom which is its inability to displace once tesselation has occured.
 
rancor said:
I don't care what they say a B3d I've used it, Morwind has it, its bad programmers :D
Dude stfu serously.
He's talking about forward looking shadows, not dated shadowing techniquies.
Carmacks next engine will work perfectly fine with truform, if it is still around then, because he will shadow maps, doom3 uses shadow volumes.
 
Moloch said:
Dude stfu serously.
He's talking about forward looking shadows, not dated shadowing techniquies.
Carmacks next engine will work perfectly fine with truform, if it is still around then, because he will shadow maps, doom3 uses shadow volumes.


why not pnumbra soft stencil shadows? You have to look at the best of both worlds, shadow mapping takes two passes anyways, so either volumetric shadows, or shadow mapping have the same draw backs, but shadow mapping has an extra draw back,vram usage.
 
rancor said:
Morrwind.
UT200x
Neverwinter Nights
Return To Castle Wolfenstein (+ET?)
Half-Life (+CS)
Madden 2004
Serious Sam: (First &?) Second Encounter
Call of Duty + United Offensive
Myth 3
Soul Reaver 2 (at least I'm 99% sure this one does)
Unreal Tournament (usermade patch)
Quake (usermade patch)
Star Wars Galaxies Online
- Star Wars Jedi Knight II: Jedi Outcast
 
rancor said:
why not pnumbra soft stencil shadows? You have to look at the best of both worlds, shadow mapping takes two passes anyways, so either volumetric shadows, or shadow mapping have the same draw backs, but shadow mapping has an extra draw back,vram usage.
thats just what carmacks next engine will use, no idea how it works :p
I kinda stop trying to learn anything serious when DX8 came out, too much stuff that you need to like be a coder to understand.
 
Moloch said:
I only saw 4 words or so of your post originally.. post has been edited


Well, I'm not going to say what Carmack will use, but shadows mapping takes up a buttload of vram, 1 shadow can take up to 16 mb of it.
 
Black Label said:
i tried vsync in far cry and didnt see a difference at all. i still got around 75fps according to fraps.

does anyone know of a different frame counter other than fraps? i dont like the big numbers and prefer white better than yellow :)

o and does anyone know of a program that will kill all unnsesery* process that run in the backround while gaming?

thx
bump
 
rancor said:
Well, I'm not going to say what Carmack will use, but shadows mapping takes up a buttload of vram, 1 shadow can take up to 16 mb of it.
Hmm.. how much does shadow volumes use?
16mb.. christ..
 
Moloch said:
Hmm.. how much does shadow volumes use?
16mb.. christ..


shadow volumes just double polygon counts, one vertex takes up 8 bytes of vram, so not a whole lot. Its the lesser of two evils, either loose a little speed vertex processing isn't that bad because there are lots of ways to cull shadows, which arn't really seen, or dropping shadow caps where its not necassary, or use shadow mapping and eat up the vram, and loose over all quality since lack of vram.
 
Black Label said:
i tried vsync in far cry and didnt see a difference at all. i still got around 75fps according to fraps.

does anyone know of a different frame counter other than fraps? i dont like the big numbers and prefer white better than yellow :)

o and does anyone know of a program that will kill all unnsesery* process that run in the backround while gaming?

thx

polygons are fine and dandy, but it takes a true smart person to answer my question :D

anyone?
 
Black Label said:
polygons are fine and dandy, but it takes a true smart person to answer my question :D

anyone?


well vsync will only be useful if there is tearing;

and for the other parts, Far cry has its own fps counter, can turn it out with this command


/r_displayinfo = 1

and its white lol

You can take a movie while playing the game too, not sure of the command for this, haven't tried it yet, I've only used the editor to make movies before.
 
rancor said:
well vsync will only be useful if there is tearing;

and for the other parts, Far cry has its own fps counter, can turn it out with this command


/r_displayinfo = 1

and its white lol

You can take a movie while playing the game too, not sure of the command for this, haven't tried it yet, I've only used the editor to make movies before.

ok thx man :)
 
Moloch said:
UT200x
Neverwinter Nights
Return To Castle Wolfenstein (+ET?)
Half-Life (+CS)
Madden 2004
Serious Sam: (First &?) Second Encounter
Call of Duty + United Offensive
Myth 3
Soul Reaver 2 (at least I'm 99% sure this one does)
Unreal Tournament (usermade patch)
Quake (usermade patch)
Star Wars Galaxies Online
- Star Wars Jedi Knight II: Jedi Outcast

Wow, I had no idea. Trueform functionality definetly isn't publicized by game developers.

Whats the performance hit like on any of these games?
 
siegecraft4 said:
Wow, I had no idea. Trueform functionality definetly isn't publicized by game developers.


Well I think the 9800 dropped truform :/ great feature they should have stuck with it.
 
didnt drop it, dropped additional hardware, they have "truform 2" which is displacement mapping :D
 
Moloch said:
didnt drop it, dropped additional hardware, they have "truform 2" which is displacement mapping :D


are ya sure, I haven't heard about it....

Truform 2 was in the 9800 sorry, yeah it is still there's no displacement though I'd be using it if it had displacement :D , instead of a custom shader for it. Wtf they say the 9700 has it, but ATi said it won't work, got to talk to them tomorrow about that, wierd.


Ok it can't really be used with skinning, and thats where the problem with displacement comes in. Animated characters will become a problem :)
 
Black Label said:
polygons are fine and dandy, but it takes a true smart person to answer my question :D

anyone?
A possible reason for why no one has responded to your question is that most people on tech forums customize their computers and know precisely what every running process is for. Those people use a combination of msconfig, Alt+F4, and various other black magic hoo-doo to eliminate the rare application running on their computer that doesn't need to be running. If your system does't meet this definition, there's a reason: You have more to learn. There is probably not any program that can do what you want with 100% precision anyway. Hit Ctrl+Alt+Del and see what's running. Run those programs through a google search. Do some homework.
 
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