Game Development Community

Intel GMA900graphics and TSE

by ebee t · in Torque Game Engine · 05/10/2006 (6:36 am) · 11 replies

Hi I have a sony laptop with gma900 graphics, pixel shader 2, I am just wondering about TSE, seems with the gma900 they only seem to support pixelshader2 nothing below...has anyone worked with tse and gma900 and does tse work with these cards?

I tried the older tse demo pixelshader 1.1 but it wouldnt run - just said i need card that supports pixel shading 1.1, I guess its a matter of developing tse content for pshading2 ????

#1
05/10/2006 (7:10 am)
Hello,

Try checking out Joseph Helm's TSE demo-porting stuff, that should give you a more up-to-date picture of how TSE will perform for you.

Here are some links . . .

http://www.garagegames.com/blogs/18010/10218

http://tsedemo.blogspot.com/

Have fun,

Aaron E.
#2
05/10/2006 (7:35 am)
Quote:
Try checking out Joseph Helm's TSE demo-porting stuff, that should give you a more up-to-date picture of how TSE will perform for you.
Not being rude here but what help will that be if ebee can't even get TSE to run?

Hey ebee, generally speaking laptops aren't reknown for their video performance. If you wanted to use TSE (or any other high demand 3d app) efficiently I would recommend a higher end system with a far better video card.

I don't own TSE so unfortunately can't assist with any technical difficulties you may be experiencing. I have a reasonable system and can run the demos but they don't work very well for me. Low frame rates, unuseable frame rates in editor mode, screen artifacts in full screen mode etc are some of the problems I've experienced. Resorting to older video drivers did offer some improvement. Until a newer demo is made available to the public with the optimization code and other goodies which licensed users are entitled to I really can't make a fair judgement.
#3
05/10/2006 (7:52 am)
Hi Tim,

I just mentioned it because I've had problems getting some of the older TSE product demos/teasers to work on some systems. And, for some reason, I've had better results with Joseph's recent TSE ports.

Since ebee mentioned that the older demos didn't work, I'm suggesting he try the most recent and optimized TSE examples available to the masses. It's kind of like when people suggest downloading the latest drivers if someone runs into problems. I figured it was worth a shot. Who knows, it might work for him.

Later,

Aaron E.
#4
05/10/2006 (7:57 am)
Ebee,

It is possible to change some of the prefs settings to get TSE to work with some systems. Basically, it forces a lower shader level.

Also, if you find that TSE won't work for you under any circumstances, you might want to try a modified TGE approach.

If that's an option, here are some links links . . .

www.garagegames.com/blogs/45734/10393

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10357

Good luck
#5
05/10/2006 (8:07 am)
Hi Aaron,

RE getting better results with Joseph's recent TSE ports - fair point and I retract my previous statement. I wasn't aware those demo's were from a later version of TSE, kind of hoped more things would had have been improved.
#6
05/10/2006 (8:10 am)
Tim,

Yeah, Joseph's latest build is based on TSE Milestone 3. Which is pretty cool.

Aaron
#7
05/10/2006 (5:11 pm)
Hi All, Thanks for all your input, @Tim, Thankyou ^ yes I also have a desktop system I do most of my dev work on, I wanted however to try to get tse to work on my laptop which is this years model in Japan..

GMA900 ,128meg card work fine with TGE and should *work with TSE... Just it seems that with pixelshading it tagets only pixelshader2..
I dont know much about TSE / pixelshading and how content can be made to target key pixelshading levels.
but Thanks to everyone, I will give all advice a try....and hopefully I can give some feedback to how this all works or doesnt work with gma900

GMA900 SPEC...

Up to 4 pixels per clock rendering

Microsoft* DirectX* 9 Hardware Acceleration Features: Up to 4 pixels per clock rendering

Pixel Shader 2.0

Volumetric Textures

Shadow Maps

Slope Scale Depth Bias

Two-Sided Stencil

Microsoft* DirectX* 9 Vertex Shader 2.0 and Transform and Lighting supported in software through highly optimized Processor Specific Geometry Pipeline (PSGP)

DirectX Texture Decompression

OpenGL* 1.4 support
#8
05/10/2006 (8:36 pm)
The bit about Vertex Shaders being done in software as well as Transform and Lighting should be enough to realize this is not a GPU like those offered by ATI and nvidia : the first thing they accelerated in hw was transform and lighting.
It doesn't matter that it supports Pixel Shader 2.0, you still have to push the geometry and light it.
Basically, instead of just sending data to your GPU, you have to do all the transform and lighting on your CPU and then send the data to the GPU for pixel/fragment processing, thing is your CPU in a real game is busy doing all the things a game does...
#9
05/10/2006 (9:22 pm)
O.k thanks Nicolas, yes i can realise its not the same as ATI and Nvidia,,, i think i,ll just stick to my desktop system for TSE.. just i was interested to see if tse would run, and how well if at all.
anyway, I would like to get a handle on this tse beast, as i dont understand much at all about the re-written graphics sys.shaders etc,,,but that will come in time

Thankyou everyone for your input..
#10
05/11/2006 (1:38 am)
Hi guys,

A lot of the shaders with TSE come set to pix 1.1 as default. TSE allows you to fall back to whatever level shader you like depending on your platform. Just with a quick scan I can see several 1.1 shaders and a couple of v2 shaders in the shader directory.

You can set your pix version in the client preferences files.

Dave.
#11
05/11/2006 (2:26 pm)
It might help a bit with performance a bit, but it's not going to change the fact that vertex shaders are going to be done in software