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megafenix said:

 

No thanks, i appreciate the offer but i have known it for quite a while. actually have known it since the gamecube era, dont uinderstand what exactly want to teacxh me besides the name of the technique that i didnt bother to mention. And well, eventhough deffered rendering requires multipass, its only 2 passes while with forward rendering could require a lot more depending on the complexity of material and light combinations, and shader power suage is also a concern., The concept is simple, the less passes you use the less strain you put on the pipeline


No, no and no.

You are mixing up "Multi-pass".

You literally, just confused yourself and made me go:


Then you tried to rationalise it all.

You have multi-pass that myself and everyone else were talking about, then you have multi-pass texturing that YOU were talking about, that you linked to back up your argument.
Here, I'll quote yourself for you, so you can see the error in your ways. (It's in bold.)

megafenix said:

its true that multipass is an option, but multipasses put to much work on the gpu comapred to single pass

http://www.orpheuscomputing.com/downloads/ATI-smartshader.pdf

"

The key improvements offered by ATI’s SMARTSHADER™ technology over existing hardware vertex and pixel
shader implementations are:
• Support for up to six textures in a single rendering pass, allowing more complex effects to be achieved
without the heavy memory bandwidth requirements and severe performance impact of multi-pass
rendering


Every time a pixel passes through the rendering
pipeline, it consumes precious memory bandwidth as data is read from and written to texture
memory, the depth buffer, and the frame buffer. By decreasing the number of times each pixel on
the screen has to pass through the rendering pipeline, memory bandwidth consumption can be
reduced and the performance impact of using pixel shaders can be minimized. DirectX® 8.1 pixel
shaders allow up to six textures to be sampled and blended in a single rendering pass. This
means effects that required multiple rendering passes in earlier versions of DirectX® can now be
processed in fewer passes, and effects that were previously too slow to be useful can become
more practical to implement

"

THAT is "Single pass multi-texturing".
It was actually a big deal back then (That information is archaic) and was all the rage.
Go check out 3D Mark 2000 and 2001 for an example of that particular technology in action.
Here I'll link you to it: http://www.futuremark.com/benchmarks/legacy


This has reminded me why I left this forum in the first place and opted for a more literate community.

fatslob-:O said:

Consoles aren't THAT bad ... 

At least with the PS4 and X1, both are capable of doing quarter decent Global illumination such as radiosity and cascaded voxel cone tracing plus with a little more work I bet we can get realtime photon mapping on the PS4 too compared to being stuck with awful SSAO from xbox 360, PS3, and WII U.

On the brightside high end PC gamers can now enjoy the increased baseline for better graphical fidelity ... 


You're right, they're worse! :P

1080P, low levels of texture filtering, bugger-all Anti-Aliasing, crap texture resolutions, low framerates... All makes my eyes bleed, especially now that we are on the cusp of decent and cheap 4k panels, which will soon make me having a 4k eyefinity set-up possible. - Don't get me started on how expensive the games are, the multi-player pay wall, horrible controls, bad servers etc'.

I have an Xbox One and Pemalite is not impressed.



--::{PC Gaming Master Race}::--