SwiftShader 2.0
#21
Posted 08 April 2008 - 11:29 AM
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Currently working on: the 3D engine for Tomb Raider.
#22
Posted 08 April 2008 - 12:42 PM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
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#23
Posted 08 April 2008 - 08:57 PM
With swiftshader 2.0, i now can play battlefield 2, i have a Intel P4 2.5ghz, 504mb ram, and Intel extreme graphics (845g). Its still very slow, but i can run it now. Swiftshader 2.0 is useless with the battlefield 1942 series, maybe because battlefield 1942 only uses directx 8?
Also the demos that come with swiftshader, i ran without swiftshader and it was faster than with it. Why is that? Is Intel extreme graphics better? Swiftshader 2.0 runs dolphin at 40+fps, while my IGP runs it around 122fps. Similar results goes the same with the other demos.
#24
Posted 08 April 2008 - 10:40 PM
#25
Posted 08 April 2008 - 11:49 PM
#26
Posted 09 April 2008 - 09:27 AM
Micron said:
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Could you do me a favor and run 3DMark2001 SE at standard settings on your 845G?
#27
Posted 09 April 2008 - 04:51 PM
Nick said:
I'd love to know your motivation though. What would you use it for and why open-source?
By the way, assuming you're an existing member, you don't have to register as a new member today just to tell everyone about swShader.
I just thought your thread was a good place to let people know
about the old open source version. I found swshader just recently
myself and now I wish somebody would improve it.
SwiftShader: I would need Linux version, cabable of running latest
vertex, geometry, and fragment programs. It does not need to be
fast. That way I'm able to implement the latest GPU tricks and
possibly move them to open source engines (Crystal Space,
Ogre3D, OSG, etc). Non-free renderer would do fine for me.
But to get more open source advocates to shader development,
it would need to be open source and freely available. It is too
large step to buy either latest hardware or non-free $$$ software
renderer.
I too have noticed the lack of interest when it comes to open source
software development. Due lack of skills, I cannot improve swshader
myself but I'm writing software renderer in which v/g/f programs are
coded in C and compiled for speed. It is simpler because I don't follow
OpenGL or DirectX standards. But most probably it is for my use only.
http://www.uta.fi/~majuko/wp2a.jpg
Juhana
#28
Posted 09 April 2008 - 08:25 PM
juhana said:
about the old open source version. I found swshader just recently
myself and now I wish somebody would improve it.
SwiftShader: I would need Linux version, cabable of running latest
vertex, geometry, and fragment programs. It does not need to be
fast. That way I'm able to implement the latest GPU tricks and
possibly move them to open source engines (Crystal Space,
Ogre3D, OSG, etc). Non-free renderer would do fine for me.
But to get more open source advocates to shader development,
it would need to be open source and freely available. It is too
large step to buy either latest hardware or non-free $$$ software
renderer.
I too have noticed the lack of interest when it comes to open source
software development. Due lack of skills, I cannot improve swshader
myself but I'm writing software renderer in which v/g/f programs are
coded in C and compiled for speed. It is simpler because I don't follow
OpenGL or DirectX standards. But most probably it is for my use only.
http://www.uta.fi/~majuko/wp2a.jpg
Juhana
There IS a Swiftshader for Linux. It's Cedega 6.0, it costs $60, and $5 per month if you want the new versions of it, and updates. And it is a popular choice, and it is better than Wine from what i hear.
And is there a way to get rid of the Swiftshader logo when using Swiftshader? I know its a demo , but regular users can't buy it, so what is the point of adding the logo? Swiftshader is very useful to me, and i want to keep using it, and the logo bothers me.
#29
Posted 09 April 2008 - 09:06 PM
Nick said:
Okay, i tried 3DMark2001 SE on default 1024x768 settings. And i received a score of 1416. It ran everything somewhat smoothly, except the pixel shading, bump mapping, and butterfly test, it was good.
I tried running it with Swiftshader 2.0, but it didn't even recognize the d3d9.dll file. But i tried running it with the d3d8.dll file, and it was super slow (around ~5 fps). So i didn't even continued the tests. But on my laptop, the 3Dmark2001 SE recognized the d3d9.dll file, but why didn't my computer?
In the future, maybe you should try making Swiftshader work with the IGP/GPU? Instead of total reliant on the CPU, i think it could put less stress on the CPU as well.
And is there a way i could improve gameplay of Battlefield 2 using Swiftshader 2.0? Right now i testing, and trying out different Swiftshader settings, but is there a good one i could use?
#30
Posted 10 April 2008 - 06:41 PM
Micron said:
With SwiftShader 2.0 I reach a score of 1662 on my Core 2 Quad 2.4 GHz! So it's official, software rendering can beat hardware rendering. :cool2:
Ok, ok, that's a six year old IGP against a one year old CPU. But still, it means that for every game of that generation you no longer strictly need dedicated hardware. Max Payne, to name one, runs quite smoothly on my system and in my opinion it's still great fun.
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Personally I believe that the ideal way forward for software rendering is to have CPUs with instructions that accelerate texture sampling. To keep things general-purpose (read: useful for more than just graphics) I think that a 'gather' instruction makes most sense. By reading multiple memory locations in parallel the texture sampling bottleneck could be significantly reduced, and such instruction would also be very useful to do table lookups for implementing transcendental functions. Plus I'm sure it would have a use for things like physics, ray-tracing, etc...
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#31
Posted 11 April 2008 - 09:29 AM
Nick said:
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Currently working on: the 3D engine for Tomb Raider.
#32
Posted 11 April 2008 - 09:52 PM
Battlefield 1942 doesn't work with the Swiftshader d3d8.dll. Dosen't even start it. But i tried d3d9.dll, and i don't know if it is using Swiftshader or not, because the logo doesn't even come up. And Battlefield 1942 uses direct x 8.1. If when i'm playing, if its actually using Swiftshader 2.0 d3d9.dll, then it's getting really good solid playable frame rates(at medium settings and high). But i don't know if it is using it. Because it's getting almost the exact fps if i don't use it.
Halo doesn't even run with Swiftshader, (it dose not detect it to be Direct x 9b) and it keeps telling me to install it.
#33
Posted 13 April 2008 - 09:37 PM
i just tried Swift shader demo...its awesome........with it i could run Medal of Honor:Allied Assault,FSW,call of duty 2.0....etc
But i had to borrow all these from my friends.Coz my laptop is very low end....with an intel 945 gm AGP..
Still,i was surprised to find these game ruuning (though very slow) on a non pixel shader agp like mine..
nyway........
i must say..........this swift shader is an ingeneious creation.
But...i just want to know how can i modify its settings........so that i can run these games with good (playable) FPS.
thanx in advance....
#34
Posted 13 April 2008 - 09:39 PM
coz i could play alot of games very smoothly..........
so...i guess soft shader should have some options for modification..
#35
Posted 15 April 2008 - 07:27 AM
Micron said:
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#36
Posted 15 April 2008 - 07:36 AM
genious k said:
Don't expect miracles though. Everything is done on the CPU and its raw processing power can be insufficient for many games. We're really targetting casual games right now.
Also note that this is an evaluation version, and no game is actually optimized for rendering in software. By better cooperation between a client's application and SwiftShader higher performance can be reached.
#37
Posted 15 April 2008 - 07:57 AM
i can play a a lot of games call of duty 2.0 easity with my intel 945gm and celeron laptop....
:D
you dd a great job with this software.
#38
Posted 22 April 2008 - 01:58 PM
#39
Posted 22 April 2008 - 08:29 PM
#40
Posted 22 April 2008 - 08:57 PM
Kenneth Gorking said:
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