Ref Device

Is wether there is there any work on optimizing the reference device, although it is nice to play around with DirectX10 the frame rates makes it difficult to get valid visual feedback.

I am using Vista RC1 x86 on a NV40 with NVIDIAs 96.33 forceware driver.

[270 byte] By [shade] at [2008-2-6]
# 1

Well refrast is like it is. It was never designed to be fast as it should be absolute correct. Driver certifications use the refrast as example.

I am played around with a Shader to SSE jitter but I have the feeling that we see real hardware before my little experiment is a fully compatible D3D10 device.

RalfKornmann at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Direct3D 10...
# 2

As Ralf said - the RefRast is not really designed to be fast (although I'm pretty sure they will, if not already, optimize it where possible).

Now that we're working on more and more GPU-heavy stuff the RefRast is becoming noticeably slower and slower. I most certainly feel your pain when it comes to developing new software using it

My current "solution" is to rig up frame-capture into my DXUT framework; I can then use VirtualDUB to stitch a stream of BMP's together as a video. I automate input into the application and then go grab a drink whilst I wait for it to render then come back and check the video results...

Maybe you should try something similar - it wasn't too hard to write code that streams out images to disk. Probably took me 10-15 minutes.

hth
Jack

JackHoxley at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Direct3D 10...
# 3
Jack Hoxley wrote:

As Ralf said - the RefRast is not really designed to be fast (although I'm pretty sure they will, if not already, optimize it where possible).

RefRast isn't supposed to be "optimized"..it's a reference implementation, which means the focus is on accuracy and debugging, not speed. I wouldn't expect that to change much.

And it looks like the wait won't be much longer -- rumor has it the NVidia card will be here Real Soon Now. Although you can take the specs with a grain of salt, the truth is that the major graphics vendors are frantically working to have hardware ready as soon as possible.

DavidWeller-MSFT at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Direct3D 10...
# 4
David Weller - MSFT wrote:

Jack Hoxley wrote:

As Ralf said - the RefRast is not really designed to be fast (although I'm pretty sure they will, if not already, optimize it where possible).

RefRast isn't supposed to be "optimized"..it's a reference implementation, which means the focus is on accuracy and debugging, not speed. I wouldn't expect that to change much.

Fair enough. I meant optimize as in "don't do the most stupid and trivial thing". I suppose by example it'd be replacing a "bubble sort" with a "quick sort" rather than heavily modifying the code to squeeze every last cycle out.

Just so long as the RefRast isn't really being implemented in as a VBA macro or somesuch...

Cheers,
Jack

JackHoxley at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Direct3D 10...
# 5

I think we are all aware the reference device is just that a reference for behavior. My question was not meant as a critque, simply that using DirectX 10 is quite cumbersome right now.

I am using DirectX 10 for volume rendering and I have started to capture images, nice advice any ways.

I guess the only option is to wait for hardware.

shade at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,Direct3D 10...