ATI Releases Competition for NVIDIA's Cg
death00 writes "ATI has released a beta of RenderMonkey, their suite of open, extensible shader development tools. ATI showed these tools for the first time at Siggraph 2002. Should be interesting to see who wins the shader development race, NVIDIA's Cg, RenderMonkey or whatever 3Dlabs has on the go."
"Should be interesting to see who wins the shader development race, NVIDIA's Cg, RenderMonkey or whatever 3Dlabs has on the go."
Or maybe nobody wins. Maybe three uncompatible ways to do things will hurt developers.
What they should be doing is to reach an agreement and put it onto opengl.
When his defense asked, "Which computer has Jon Johansen trespassed upon?" the answer was: "His own."
NVIDIA's Cg is a compiler to create shaders.
ATI's Rendermonkey is Toolkit to debug (low-level?) shaders. I did not find any word about "compiler" on ATI's site.
It is more like they are extending each other -- ATI gives IDE, NVIDIA provides compiler.
Experience in C, C++, x86 Assembler, Cg, Render Monkey, Will work for peanuts.
Mouse powered Chips, Open source Processors and Lego
Except its backwards...First they have RenderMan, then RenderMonkey.
So is the debugger called SpankTheMonkey?
WTF? Over?
Well, if we go on the basis of clever names, ATI wins hands down. Plus, monkeys have always made me think of high quality shaders.
The angel in the oatmeal.
You could argue that it would be in the shareholders' best interest that ATi and nVidia cooperate on a standard, but it would be unethical for either corporation to deliberately flaunt the interests of the shareholders.
Personally, I've been pretty upset with NVIDIA ever since they bought out 3dfx and told Voodoo owners to go screw themselves, that they weren't releasing any new drivers or supporting any Voodoo products. I bought a Voodoo5, instead of a Geforce2 - due to the stability of the Voodoo2 and Voodoo3 I had owned, and due to reading the complaints about NVIDIA's drivers... and a week later 3dfx went under. D'OH!
nVidia didn't really 'buy out' 3dfx, they just bought up certain portions of their technology when 3dfx went under. As for complaints about nVidia's drivers, I'd be interested to know what they were at that time, since I dumped 3dfx for nVidia when the Voodoo3 made it extremely clear that 3dfx was not going to be able to produce cards comparable to the Voodoo and Voodoo2 on nVidia's timeline. Through the TNT lines and GeForce lines the only problems I've had with drivers have been specific to particular games and particular driver versions, and fixed very quickly in most cases.
-PainKilleR-[CE]
Even if ATI releases a superior part they just shoot themselves in the foot by releasing shitty drivers on an unpredictable schedule.
That was true in the past, but I haven't had a single issue with either my original 64 Meg Radeon, my Radeon 7500, or my Radeon 8500. I really wish people would stop living in the past and realize that ATI has dramatically improved their driver support in the past year.
Dinivin
- Cg is a high-level shading language (compatible with DirectX 9's HLSL) that will compile to both DirectX and OpenGL APIs, or to various sets of OpenGL extensions, even at runtime if desired.
- Render Monkey is an IDE that supports various shading languages, including Microsoft's (and therefore Cg, at least when they add DX9 support). AFAIK, it's not that dissimilar to nVidia's own Effects Browser.
- OpenGL 2.0 is a lot more than just a shading language, but in any case, it's still at the proposal stage. Cg may yet be adopted for the language, but it will likely end up being quite similar at least.
So I see no reason why you couldn't write your shaders in Cg (sorry, DX9 HLSL) within the RenderMonkey environment, and then compile your results to OpenGL 2.0.
nVidia have said they'll support whatever the ARB decides, but even if OpenGL 2.0 does use the 3DLabs language, there's no particular reason you couldn't use a Cg profile to output an OpenGL 2.0 HL shader, or an ARB_vertex_program shader, or something even lower-level.
Hell, why not just write your shaders in RenderMan & then use RenderMonkey or Effects Browser or whatever to import the RIBs & compile that down. Ever wondered why nVidia bought Exluna? There's a lot of RenderMan expertise right there...
Why would anyone engrave "Elbereth"?