Re: High Level Shading & Gaming Industry
| Date : Fri, 20 Oct 2006 18:36:21 +0200 |
| To : 3DGames(at)Softimage.COM |
| From : Guy Rabiller <guy(at)alamaison.fr> |
| Subject : Re: High Level Shading & Gaming Industry |
Thanks for your input Wessam.
> ../.. Cross-platform support? For what? Linux? FreeBSD? > These are not OSs that gamers use ../..
What about the Mac ?
But, lets say that both support for DirectX and OpenGL is needed.
From your <personal>opinion</personal> would it be preferable to only support Cg or only HLSL/GLSL ?
-- guy rabiller | 3d technical director (at) LaMaison
Wessam Bahnassi a écrit :
HLSL is well-integrated within the DirectX SDK and is very easy to use and integrate out of the box. If the game (or even the whole company) is not going to use OpenGL, then why bother with Cg? And thanks to the Xbox, your HLSL code can be easily ported to Xbox and 360, whereas Cg doesn't compile for these targets...
<personal opinion> Well, asking about whether to choose Cg or HLSL is similar to asking whether to use OpenGL or Direct3D. As you know, most PC game titles today use Direct3D as a 3D API.
Now, from a 3D Engine developer point-of-view, it's a big waste of time to support both D3D and OGL. Cross-platform support? For what? Linux? FreeBSD? These are not OSs that gamers use. But Xbox, and Xbox360 (which are D3D-only based) are widely distributed. PS2 and PS3 do not use OGL as their graphics API so the engine will still have to support these in a different code path anyways whether it supports OGL or not... </personal opinion>
Performance-wise, one might argue that Cg delivers better performance on nVidia hardware because the compiler knows exactly what's running beneath it. This fact will mostly change with D3D10 now as the compilation of HLSL will be moved to the driver itself, which means nVidia ca provide the same optimization capabilities as they do with the Cg compiler (unless if they intentionally don't want to :)
Wessam Bahnassi Microsoft DirectX MVP, Programmer Electronic Arts -- In|Structurez Arabic Gamedev Community www.instructurez.com
-----Original Message----- From: owner-3dgames(at)Softimage.COM [mailto:owner-3dgames(at)Softimage.COM] On Behalf Of Guy Rabiller Sent: Friday, October 20, 2006 3:22 AM To: 3DGames(at)Softimage.COM Subject: High Level Shading & Gaming Industry
Hi,
I'm trying to gather usefull informations about high level shading habits and usages in the gaming industry.
So far, and afaik, there are HLSL, GLSL & Cg among the most used high level shading languages available.
I've seen that most engines are trying to support all of these, some only support one.
The kind of questions I have in mind is for instance:
What the point of supporting HLSL & GLSL if Cg is able to handle both OpenGL and DirectX ?
Do you think it would be reasonable to only support Cg ? Are there any strong reasons why an engine should support Cg and HLSL for instance ?
I'm thinking about one: Gaming Console ( especialy XBox for instance where HLSL is mandatory, afaik ).
But outside the gaming console world, would there be any reason at all ? Performance may be ?
What are your thoughts/informations about this matter ?
Thanks in advance for any hint.
--
guy rabiller | 3d technical director (at) LaMaison
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