NVIDIA's Pixel & Vertex Shading Language 263
Barkhausen Criterion writes "NVIDIA have announced a high-level Pixel and Vertex Shading language developed in conjunction with Microsoft. According to this initial look, the "Cg Compiler" compiles high level Pixel and Vertex Shader language into low-level DirectX and OpenGL code. While the press releases are going amok, CG Channel (Computer Graphics Channel) has the most comprehensive look at the technology. The article writes, "Putting on my speculative hat, the motivation is to drive hardware sales by increasing the prevalence of Pixel and Vertex Shader-enabled applications and gaming titles. This would be accomplished by creating a forward-compatible tool for developers to fully utilize the advanced features of current GPUs, and future GPUs/VPUs." "
3dfx/Glide part 2? (Score:2, Interesting)
From the story it sounds like NVidia will allow other cards to support Cg so maybe they can. However I wonder if ATI will be willing to support a standard which NVidia controls. It's like wrestling with a crocodile if you ask me!~
Re:Hype or innovation? (Score:3, Interesting)
Have you *even* done *any* 3d graphics programming?? HW TnL *offloads* work from the CPU to the GPU. The CPU is then free to spend on other things, such as AI. Work smarter, not harder.
I'm not sure what type of revolution you were expecting. Maybe you were expecting a much higher poly count with HW TnL, like 10x. The point is, we did get faster processing. Software TnL just isn't going to get the same high poly count that we're starting to see in today's games with HW TnL.
> it takes a few months till anyone really knows if this is good or bad.
If it means you don't have to waste your time writing *two* shaders (one for DX, and other for OpenGL) then that is a GOOD THING.
Inefficiencies (Score:5, Interesting)
other hardware shading languages (Score:4, Interesting)
hopefully, opengl2's [3dlabs.com] shading will become standard, and mitigate the cross-platform differences. it's seemingly a much better option than this new thing by nvidia, but we'll have to wait and see what does well in the marketplace, and with developers.
Re:Inefficiencies (Score:3, Interesting)
Re:Analogy (Score:3, Interesting)
Vertex Shader ASM is hard(er than Cg)
Pixel Shader ASM is hard(er than Cg)
My understanding of Cg is that it'll be used as a shader replacement, NOT an OpenGL replacement. You'll still have to write tons and tons of OGL. Now you can just simplify the SHADER part.
If a dual CPU system had the kind (Score:3, Interesting)
Also don't forget that a GPU has more transistors then the average cpu these days.
The VGA -> CPU interface was SLOWWWWW. In fact it's still slow, that's why AGP (X8) was invented and that's even slow. The graphics cards have larger buses, and are designed to push data to the DAC.
All you need is more bandwith for the CPU and you're set.
Re:Like C? (Score:2, Interesting)
It makes a lot of sense to base it off of C for a number of reasons. First, most game programmers are familiar with C or C++. Second, and more important, there are extreme limitations on the size of shaders. Vertex shaders have a limit of 128 ops on a geforce card. This is just base ops and can go away real fast when you use macro commands (which are composites of multiple ops) as are most likely available in cg. Future cards will, no doubt, increase the number of ops allowed per shader but it will be a while before we see shaders that are large enough to find any use for OOP features. If we do find a time where some OOP features would be handy then I'm sure they could add basic OOP functionality similar to C++.
-GameMaster