Somewhere in his last .plan file (here) he mentioned some things that will probably be of interest to us Parhelia users...
Bad news indeed, as this means that the vertex shader units on the Parhelia will go entirely unused when using Doom 3 or any derivative engine. Last time i checked the only method of using vertex shaders in OpenGL on the Parhelia was through EXT_vertex_shader, and also last I checked the Parhelia cannot support ARB_vertex_program.
Throwing more work at the processor when using an already impressively CPU bound video card. Not a good thing, as that should drop performance down a little bit.
I am gonna go out on a limb and say that Parhelia support in Doom3 is gonna be slim to non-existant.
Edit: I take that back, the Parhelia probably can support ARB_vertex_program. It should (in theory) be able to support floating-point vertex shader code (especially as they are supposedly VS2.0 compliant). That being said it would take a fair amount of work in order to make it support it, involving updating their ICD to support OGL 1.4... if anyone wants to take guesses as to this happening or not (especially considering Matrox's past history of fairly poor OpenGL support) they are more than welcome to...
Doom has dropped support for vendor-specific vertex programs (NV_vertex_program and EXT_vertex_shader), in favor of using ARB_vertex_program for all rendering paths. This has been a pleasant thing to do, and both ATI and Nvidia supported the move. The standardization process for ARB_vertex_program was pretty drawn out and arduous, but in the end, it is a just-plain-better API than either of the vendor specific ones that it replaced. I fretted for a while over whether I should leave in support for the older APIs for broader driver compatibility, but the final decision was that we are going to require a modern driver for the game to run in the advanced modes. Older drivers can still fall back to either the ARB or NV10 paths.
Throwing more work at the processor when using an already impressively CPU bound video card. Not a good thing, as that should drop performance down a little bit.
I am gonna go out on a limb and say that Parhelia support in Doom3 is gonna be slim to non-existant.
Edit: I take that back, the Parhelia probably can support ARB_vertex_program. It should (in theory) be able to support floating-point vertex shader code (especially as they are supposedly VS2.0 compliant). That being said it would take a fair amount of work in order to make it support it, involving updating their ICD to support OGL 1.4... if anyone wants to take guesses as to this happening or not (especially considering Matrox's past history of fairly poor OpenGL support) they are more than welcome to...
Comment