New DDS test, please try!

Blitz3D Forums/Blitz3D Programming/New DDS test, please try!

Tom(Posted 2006) [#1]
Hi,

Here's an updated test, with release & debug EXEs. There should be 4 textured cubes. 1 solid, 1 masked, 2 with a blended alpha. Please state a simple yes/no if it works or not for both release & debug versions. And your GFX card make & model.

http://www.tomspeed.com/load_dds_test2.zip

Thanks for trying!
Tom


Naughty Alien(Posted 2006) [#2]
Working here fine for both versions as well as debug..


nVidia 5600FX 256MB VRAM, P4, 2.4 GHz, 1.6Gig RAM, WinXP Pro


Naughty Alien(Posted 2006) [#3]
hey Tom, one question, do you planning to compose all things you did by now with DX7 to compose in to one DLL...?


Naughty Alien(Posted 2006) [#4]
..I change size of DX1 without alpha texture from 512x512 to 256x256, but memory usage within programs you post after scaling texture is same..hows that??


Moraldi(Posted 2006) [#5]
Well, works fine for both releases (ATI Radeon X1800XT, 512MB GDDR3)


Phalastos(Posted 2006) [#6]
Wow, hey tom works fine under win98se !!!
No problems with both versions. :) ( ATI 9100 64 MB )
Thank you for the good support.


Mustang(Posted 2006) [#7]
2 x Yes, Radeon 9600XT, WinXP (home, latest patches etc)


Mikele(Posted 2006) [#8]
Works here. GF6600/256MB winXP SP2


Pinete(Posted 2006) [#9]
Works perfectly here both examples!
P4 2.6 - 1Gb RAM - Ati radeon X800 - Windows 2000 pro SP4

When do you plan to release?


markcw(Posted 2006) [#10]
release: yes.
debug: yes.

Win98se/ATI Radeon VE,32mb.


scribbla(Posted 2006) [#11]
yes to both
xp, ATI radeon 9700


Barliesque(Posted 2006) [#12]
Yes to both.

Intel integrated graphics controller 82852/82855 GM/GME
(Toshiba Laptop)

Do Blitz texture functions still work with textures loaded through this library? (e.g. PositionTexture, TextureName)


big10p(Posted 2006) [#13]
Both work a treat, Tom. ;)

GeForce2 GTS 32MB


KuRiX(Posted 2006) [#14]
Works Here perfectly...
XFX 6800GT, XP SP2


Tom(Posted 2006) [#15]
Naughty Alien: Yeh sorry about that, I hard ocded those values, but rest assured, that it the video memory used IS the same as the size of the file on disk :)

Need to see people with GF2 / Radeon 9100/9200 cards try this, I think it was those that didn't work with last test. If you know someone with those cards give them the link so they can try it please.

Alien, I'll drop some more info about the DLL later, promise!

Thanks
Tom


Naughty Alien(Posted 2006) [#16]
Thanks Tom..well..what i am saying is that I resized DX1, no alpha texture from 512x512 (171Kb) to 256x256 (30 kb) and within program memory usage is same..so its a bit confusing for me..initial texture is 171kb on disk and 174 in video memory, and after I scale down, its 30 kb on disk and remain same in video memory..how come??


fredborg(Posted 2006) [#17]
Works fine on the laptop.

Naughty Alien: What Tom is saying is that the values shown in the exe are hard coded, meaning he just typed them in the source code. Therefore they do not change when you change the texture.


Naughty Alien(Posted 2006) [#18]
oh, then its me..thanks Fredborg..


Panno(Posted 2006) [#19]
works both on gfx 5700


big10p(Posted 2006) [#20]
Need to see people with GF2 / Radeon 9100/9200 cards try this, I think it was those that didn't work with last test. If you know someone with those cards give them the link so they can try it please.
Didn't you see my post? :)


Tom(Posted 2006) [#21]
Phalastos: cool! You were one of the guys for whom it didn't work last time :)

big10p: sorry, must have missed it, I'll go check :)


Red Ocktober(Posted 2006) [#22]
Need to see people with GF2 / Radeon 9100/9200 cards try this, I think it was those that didn't work with last test. If you know someone with those cards give them the link so they can try it please.


will finally get around to putting in the new power supply today or tommorrow, and give it a whirl (radeon 9200)

--Mike


GfK(Posted 2006) [#23]
Works here - Radeon 9600


Phalastos(Posted 2006) [#24]
Yeah Tom, both versions works fine here without problems under win98se with a ATI 9100 card. ;)))
Many many thanks for your hard work!


Paolo(Posted 2006) [#25]
PERFECT both exes

GeForce 2 mx200 32mb - WinXP

Great work Tom!
Paolo.


Jim Teeuwen(Posted 2006) [#26]
Both work perfectly on a GForce FX 5700 (256mb)


gosse(Posted 2006) [#27]
Yes, Yes.
GeForce FX 5500.


Bouncer(Posted 2006) [#28]
Both exes work fine on my Fujitsu-Siemens Laptop, WinXP, 512mem, integrated Radeon X200.


puki(Posted 2006) [#29]
WORKS FOR ME WITH MY ATI RADEON X800 XL.

RIGHT THAT IS THAT SORTED

HAND IT OVER.



OrcSlayer(Posted 2006) [#30]
I can't wait to get my hands on this technology. Will solve a lot of memory issues with my game...


puki(Posted 2006) [#31]
There is a queue for this - I appear to be at the front of it. My needs are greater - possibly greater than anyone else's - Oblivion has 2GB of DDS textures.


Trixx(Posted 2006) [#32]
Yes and Yes on P4 2.4 / GF1 GTS 32MB / WinXP


LineOf7s(Posted 2006) [#33]
Yes, yes. GeForce4 MX440.


OrcSlayer(Posted 2006) [#34]
Puki, are you trying to rebuild oblivion in blitzbasic or what?

Anyway, I think those of us who are making commercially valid projects would be higher on the queue, assuming said queue even existed :-P


Floyd(Posted 2006) [#35]
Both tests passed with GeForce4 MX 4000 and 7300 GS.

Note the earlier DDS test, last week, failed on the MX 4000.
The leftmost cube, uncompressed, displayed then there was Memory Access Violation.


lo-tekk(Posted 2006) [#36]
release : yes
debug : yes

ATI Radeon 9800 Pro


Mark Tiffany(Posted 2006) [#37]
Yes to both on my 6600GT.


puki(Posted 2006) [#38]
Mmm, looks like everyone has tested it.


Paolo(Posted 2006) [#39]
Great, ... and GREAT again!

just to let you know,
I have been testing my own converted textures, I rename them
as the textures Tom is using in the demo, and they are all loading
perfectly ... the alpha channels load good and even the mipmapped
versions included in the same DDS textures work good on a GF2 !


... you know, it is really hard to understand WHY such a good "old-feature"
like this was never natively included in Blitz3D ???

Paolo.


Tom(Posted 2006) [#40]
Don't suppose anyone has an Ati Rage 128 or a TNT2 they could try this on, for curiositys sake?

Eurhythmy: I think in Blitz3Ds early days, there may have been problems with DXTC on some of the cards around at that time, a google search will shows there were issues with it in Quake3. Since then, the 'average gfx card' has moved up quite a few notches, and drivers are constantly refined, so maybe it's better supported now.

Mark's weary of breaking Blitz3D and rightly so. As it stands, if B3D crashes you can be 99.99% confident it's user error and NOT B3D at fault :)

But hopefully this thread will prove otherwise with regards to DXTC.


Mark Tiffany(Posted 2006) [#41]
Don't suppose anyone has an Ati Rage 128 or a TNT2 they could try this on, for curiositys sake?

I have a TNT2 on my Linux box if you fancy knocking some kind of basic test in bmx? Obvioulsy not quite what you're after, but it might at least prove capabilities...


Chroma(Posted 2006) [#42]
Both work here Tom.

ATI X800 PRO


Trixx(Posted 2006) [#43]
Don't suppose anyone has an Ati Rage 128 or a TNT2 they could try this on, for curiositys sake?


Just tested :

NO and NO on Riva TNT 16MB / Win XP / P3 600Mhz


markcw(Posted 2006) [#44]
ATI Rage 128 VR SD AGP-8MB/WinME/P3-500Mhz/DX8.1

no and no, it loads but no dds textures, just white cubes.

edit: ok, according to this http://en.wikipedia.org/wiki/Rage_128 the ATI Rage 128 doesn't support texture compression, but the ATI Rage 128 Pro does.


Tom(Posted 2006) [#45]
Thanks guys, good to know where the minimum spec card is for this.


Bouncer(Posted 2006) [#46]
So Tom, are you releasing this as freeware or shareware? I could really use this thing! good work.


Tom(Posted 2006) [#47]
You'll have it soon, free of course, please just bear with me a little while longer :)


markcw(Posted 2006) [#48]
take your time Tom. :)


t3K|Mac(Posted 2006) [#49]
i am sure he will ;)


puki(Posted 2006) [#50]
Sniff.


Ross C(Posted 2006) [#51]
Works here :D :D :D This will be awesome! Excellent work Tom! Email addy's? HAHAHAHAHA!


OrcSlayer(Posted 2006) [#52]
This is really going to be a boost...big textures won't be such a problem anymore! I always wondered how UT2004 had all those 1024x1024 textures loaded at once...now I have great respect for this format...


OrcSlayer(Posted 2006) [#53]
Wait...one question...what are the legalities of using this format in a commercial project? Please don't tell me it's like MP3...


Mustang(Posted 2006) [#54]

what are the legalities of using this format in a commercial project?



No problems, DXTC is 100% M$ stuff [although developed from S3TC].

http://en.wikipedia.org/wiki/S3TC

.DDS itself as a part of the DirectX API:

http://en.wikipedia.org/wiki/DirectDraw_Surface


OrcSlayer(Posted 2006) [#55]
Mustang: Thanks! *thumbs up*


Paolo(Posted 2006) [#56]
Ok then, off-topic but I may ask,
what's the legal stuff about these formats:
.mp3 .ogg .wav
.avi .mpg
.bmp .jpg .png
.3ds .x

... so, royalties for all of them, then? ...

Paolo.


OrcSlayer(Posted 2006) [#57]
This is all I know:

.ogg: No.
.wav: No.
.mp3: Yes. Big time.

.avi: I doubt it.
.mpg: Maybe.
.bmp: No.
.jpg: I was recently told no.
.png: No.

.3ds: I doubt it.
.x: I doubt it.


Paolo(Posted 2006) [#58]
hmmmmm?,
I never thought about .mp3 not being free to use, ... it might
be the habit I think,

so I will have to convert any mp3 to ogg then ...

thanks OrcSlayer :)
Paolo.


OrcSlayer(Posted 2006) [#59]
From what I understand, you have to get a license from the developers if you use MP3 files in a commercial project...I doubt they'd bother if it was indie, though.

On the other hand, ogg is perfectly free...


lo-tekk(Posted 2006) [#60]
Regarding mp3 usage; Fraunhofer and Thomson are holders of a bunch of patents. Look here for lincensing fees:
http://www.mp3licensing.com/royalty/games.html


Ross C(Posted 2006) [#61]
Bit off topic guys :o)


OrcSlayer(Posted 2006) [#62]
True, but it was an important question and it got a lot of people thinking...

Oh, and MP3 is cheaper than I thought...not that it's cheap, mind you...it's insane. Especially considering ogg vorbis works so well...

Anyway, can't wait to see this DDS loader finished! Will be the coolest thing to happen to blitz since...uh...cubemapping?


t3K|Mac(Posted 2006) [#63]
yeah, DDS loading will give us a boost in quality of b3d. can't wait, too!


puki(Posted 2006) [#64]
I should point out that "Beaker" is extremely concerned that he may die of old age before we get this.


OrcSlayer(Posted 2006) [#65]
Question, does anyone know the specifics of which DTX formats are best for different types of usage? From what I've seen, DTX1 seems to be good for things without alpha, while DTX5 seems to be the best for files with alpha maps...but I really don't know anything about them as far as which is best for the situation...


Paolo(Posted 2006) [#66]
some info here,

http://www.gamasutra.com/features/20051228/sherrod_01.shtml

from what I have seen, dxt1 gives you the biggest compression
but no-alpha-channel, seems it is perfect for
most of your general texture needs,
dxt3 and 5 gives you an alpha-channel and the compression
has better quality, but the alpha is more detailed in dxt5 than in 3

Paolo.


OrcSlayer(Posted 2006) [#67]
Thanks for the info! So it seems like I was correct in assuming DTX1 is best for general purpose, no alpha stuff, while DTX5 is best for images with detailed alpha maps...

Let me get something else strait:
So, right now, if I use a 2048x2048 texture for my geoscape 3d terrains in blitz, it takes up about 25 megs of video memory...the DDS compressed version I made is about 2.2 megs, so it would actually only take 2.2 megs of video memory, once we get this DDS loader?

If that's really the case, yay!


t3K|Mac(Posted 2006) [#68]
orc: its called DXT not DTX ;) just a hint ;)


OrcSlayer(Posted 2006) [#69]
As I said...don't know much about it. Thanks for the correction though.


Paolo(Posted 2006) [#70]
the DDS compressed version I made is about 2.2 megs, so it would actually only take 2.2 megs of video memory, once we get this DDS loader?

...that's correct I think ...
and it will also work faster in memory ... mean higher fps ...
right now, having 2 or 3 high res textures on screen
means a serious slowdown ...


Paolo.


t3K|Mac(Posted 2006) [#71]
i don't get it why BRL did not implement such great features into b3d... its all possible with DX7.


kevin8084(Posted 2006) [#72]
Worked both release and debug.
ATI Radeon IGP 320M

Kevin


Mustang(Posted 2006) [#73]
kevin8084, you're "slightly late" - this .DDS thingy has been already included in the newest Blitz3D upgrade...


Chroma(Posted 2006) [#74]
Wow...didn't know it was put in. Must check it out when I get back in a week.


kevin8084(Posted 2006) [#75]
LOL...just a wee bit late. I've not been reading the forums for a while.