good art don’t make a bad renderer good. bad art don’t make a good renderer good.
3dsmax (4 it was), was a most the time fixed point nonhdr rastericer. believe me, my artist wined on it, doing art… colour clamping artefacts, improper reflections, etc… complete mess when ever you startet on something complex.
our task is programming a good solution to the rendering. fixedpoint rastericing by itself isn’t.
you’re ridiculous talking that floatingpoint is unneeded. in the MATH part, it IS needed. for any rather complex shader. in the STORAGE part, it is required to be supported, because sometimes you NEED uncompressed data. for example if you want to do the two pass displacement mapping algorithm that got showed quite some times now. you don’t want to compress your displaced vertices with RGBE, do you?
on a radeon, you can for example runtime expand those compressed meshes shown on siggraph, where a mesh gets unwrapped onto a 2d map. you can, on nvidia, too. just not with a normal 2d texture, it has to be a rectangle… THAT is a ridiculous restriction imho, and there is NO reason that justifies something like that. it doesn’t make sence, does it?
sure there ARE reasons. i mean, it happened, it is fact that its like that today. but the reasons are not GOOD. it shouldn’t happen.
and your claim that floatingpoint is useless is wrong. you would know that if you ever would’ve been able to work with real renderers…
and i know the other extreme… coding fixed point raytracers… fun, yes, usable? no way.
you are very restricted in your view on what you can do on your gpu. and you are in the believe that you’re right that this is the only way it will ever be. believe me, you’re wrong. everything changes.
and high res textures are not the important thing. they don’t mather. q3 has ultrahighres textures. on 1280x1024 with fsaa 4x and 16x af, they look perfectly sharp!!! i mean, i stand on a huge detailed perfecly sharp… FLAT TRIANGLE. its nothing more. and its VISIBLE to be nothing more. and why does it look like more in movies then? why does it look like more in 3dsmax (never than 4 at least ) then? because there its NOT JUST a texture mapped onto a triangle. its because of complex float math evaluating a much more complex surface.
high res textures don’t hide that its not more than just a map, and a triangle. look at unreal tournament 2003. much more triangles than ever before. doesn’t look any more natural, or actually detailed, than unreal tournament did. why? it still has the same visual appearance. plastic polygons.
on the other hand, i’ve seen much art that doesn’t even use one texture. it uses procedural generated data, simple geometry, and looks awesome, much richer in detail. why? because of correct lighting, interreflections, real illumination scattering trough the scene. THAT makes scenes realistic.
i’m just loking around on my desk now… yes, textures would have use… but the most interesting details actually are the materials themselves… paper,plastic,metall,the “wall thingy”… desktop is another plastic by itself…
have ever worked on an offline renderer? or seen one of your artists working with … say… brazil? THAT is graphics. you can ditch q3 in your ass then (sorry for the vulgarity… but hey… if you look at it, you understand it ). thats where we want to get at, one day, don’t we? if you now say NO. then i’m sorry, and stop. if you say “well… if it would run at fast fps, then, yes, i would prefer brazil over quake3 or doom3”, then you have to start changing your thinking. textures are lookuptables of real functions. lookuptables got removed in most parts of modern engines, they get, bit by bit, removed on graphics hw, too…
now, with fragment programs, you don’t use one normalization cubemap, and 2, or 3 distance attentuation textures anymore.
all that doesn’t account for premature optimisation. of course, once you have your work done, you can try to tweak the last out of it. but first, you want at least be able to GET IT DONE. fixedpoint doesn’t bring you far then. at least not 16bit…
if nvidia would provide 128bit fixed point values, it would be another discussion or 64bit at least with 32.32 for example…
you say you don’t need that precicion? but wouldn’t you WANT it?
always map to cpu tasks… how often do you use 8, or 16bit fixedpoint instead of simple floats for your 3d app? if you COULD, you would do the same on gpu’s. you CAN. on ati