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Nix
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« on: February 01, 2011, 04:11:57 PM » |
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Would it be an awful idea to require PS 3.0? How many of you all would I alienate?
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John Sandoval
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« Reply #1 on: February 01, 2011, 04:12:49 PM » |
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me
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Nix
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« Reply #2 on: February 01, 2011, 04:27:48 PM » |
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eva
BANNED
Level 6
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« Reply #3 on: February 01, 2011, 04:30:35 PM » |
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keep it 2.0 for 10 mor years!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Nix
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« Reply #4 on: February 01, 2011, 04:31:27 PM » |
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But I'm having such a great time with VPOS!
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Saint
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« Reply #5 on: February 01, 2011, 04:33:22 PM » |
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http://store.steampowered.com/hwsurveyIn short, roughly 9.5% of steam users use hardware that does not support PS3.0 - edit - If it's just VPOS you want, you can just output this information to another attrib in the vertex shader.
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zacaj
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« Reply #6 on: February 01, 2011, 04:39:51 PM » |
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I had this same question about a month ago, and decided to develop for 3.0, but maintain a basic renderer that uses all low end features for that 10%. It wont necesarally look good, but theyll still be able to play, and 90% of players will have cool advanced graphics
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My twitter: @zacaj_Well let's just take a look at this "getting started" page and see-- Download and install cmake
Noooooooo
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Nix
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« Reply #7 on: February 01, 2011, 04:44:31 PM » |
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http://store.steampowered.com/hwsurveyIn short, roughly 9.5% of steam users use hardware that does not support PS3.0 - edit - If it's just VPOS you want, you can just output this information to another attrib in the vertex shader. I'm relatively new to HLSL. Are you saying there's a way to use VPOS-like functionality without pixel shader 3.0?
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John Sandoval
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« Reply #8 on: February 01, 2011, 04:45:45 PM » |
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Eh, just fucking go for it.
I don't wanna play your stupid game anyway.
*sobs quietly in corner*
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Saint
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« Reply #9 on: February 01, 2011, 05:02:51 PM » |
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I'm relatively new to HLSL. Are you saying there's a way to use VPOS-like functionality without pixel shader 3.0?
VPOS is just your screenspace coordinates and you can get that if you multiply the view position with the projection matrix... Then you can just store this information in any attrib, for example one of the texcoords. It's been a long time since I wrote "pure" HLSL so this syntax may be a bit off, but something like this might work; // Vertex program float4x4 g_ProjectionMat; float4x4 g_ViewMat; float4x4 g_WorldMat;
void main(in float4 _InPos : POSITION, out float4 _OutPos : POSITION, out float4 _ScreenCoord : TEXCOORD0) { float4x4 WorldViewProj = mul( mul(g_WorldMat, g_ViewMat), g_ProjectionMat ); float4 ScreenPos = mul( _InPos, WorldViewProj); _OutPos = ScreenPos; _ScreenCoord = ScreenPos / ScreenPos.w; } ... Sorta.
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mcc
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« Reply #10 on: February 01, 2011, 05:47:32 PM » |
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If your program is using directx at all the chances I'll get to play it are already pretty low
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Player Ʒ
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« Reply #11 on: February 01, 2011, 05:56:36 PM » |
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If your program is using directx at all the chances I'll get to play it are already pretty low
This. Oh, and I don't think my on-board card even supports a single shader, so that excludes me. Then again, my machine is a decade out of date.
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eva
BANNED
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« Reply #12 on: February 01, 2011, 06:14:43 PM » |
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ahhhh fuckk im going to be left behind again!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Nix
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« Reply #13 on: February 03, 2011, 04:10:11 PM » |
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Good news! I got rid of the pixel shader 3 requirement. Now we won't lose that 10% player base and the artist on our team will be able to play the game. Thanks a ton, Saint. Now you will all be able to try it out. This is for the project in my sig, by the way.
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Saint
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« Reply #14 on: February 04, 2011, 12:52:13 AM » |
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Good news! I got rid of the pixel shader 3 requirement. Now we won't lose that 10% player base and the artist on our team will be able to play the game. Thanks a ton, Saint. Now you will all be able to try it out. This is for the project in my sig, by the way.
Glad to help. Though I feel I need to point out that the Steam stats might be skewed to more high-end machines, and that of the 9.5% that does not have PS3.0 more than half does not even have D3D9, meaning you will at best be working with PS1.4 and - as some people here have pointed out - in some cases you will not be able to use shaders at all.
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