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HDR and AA Question

imported_Noob

Senior member
You are not able to enable AA and HDR with SM 3.0 is SP3 due to hardware limitations (I think). Is this because the only DX9 Shader path is built on SM 3.0? And would this problem occur when HDR is implemented into SM 2.0b in HL2?
 
I've said it before, I'll say it again:

The HDR used in Far Cry and the new Splinter Cell game is not implemented through SM3.0 at all. It uses OpenEXR floating-point framebuffers, which is currently a feature only available on the NV40 (GeForce 6) -- but is NOT part of SM2.0 or SM3.0.

With HDR implemented through pixel/vertex shaders (or OGL fragment shaders), there should not be limitations on use of AA or other features. It's just like any other shader program.
 
As i played FarCry with it on, i can only tell you its beta in the 1.3 patch along with the p.s 3.0 support, and ive only seen splinter cell ct demo.
 
Originally posted by: Matthias99

With HDR implemented through pixel/vertex shaders (or OGL fragment shaders), there should not be limitations on use of AA or other features.

Then why is this the case of SC3?
 
Originally posted by: Noob
Originally posted by: Matthias99

With HDR implemented through pixel/vertex shaders (or OGL fragment shaders), there should not be limitations on use of AA or other features.

Then why is this the case of SC3?

AFAIK, the new SC game also implements their HDR through FP framebuffers (just like Far Cry). Not SM3.0 shaders.
 
SC3 requires use of a floating point framebuffer for HDR; and, while the Geforce6 cards are the only cards out that support the use of a floating point framebuffer, that support is not compatable with AA. Next gen cards from Nvidia and Ati will most likely be able to do both at the same time.

Originally posted by: humey
As i played FarCry with it on, i can only tell you its beta in the 1.3 patch along with the p.s 3.0 support, and ive only seen splinter cell ct demo.

Now set Far Cry to run with ps2.0b and note how the HDR will still works.
 
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