- Dec 4, 2004
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Is there any difference between 2.0 and 3.0 Pixel Shading in terms of visual quality? I already know it is more efficient.
Originally posted by: Shinei
No. Shader Model 3.0 is identical in featureset to Shader Model 2.x, aside from the efficiency improvements you already know about.
I suspect that nVidia took advantage of that fact so they could squeeze a little more performance out of their NV4x's after the next generation of GPUs hits by letting the older hardware use the newer, more efficient code, while maintaining the same image quality as everything else--not to mention that SM3.0 also lets them upgrade their Cg language (check the nVidia developer site, there's a new version of FX Composer that includes SM3.0 features).
Originally posted by: Shinei
I don't think you need a 32-bit floating point buffer, since if I remember correctly, FarCry's OpenEXR method uses the NV40's 16-bit floating point buffer; it's not the precision level of the shader units (which just determines pixel coloration by channel allocation), it's the way the data is stored in the buffer... Or it used 64 bits of color data and stored it in the frame buffer... Or something. Damn, I wish I remembered how OpenEXR was implemented.
