Originally posted by: VIAN
Is DX9 just a better water effect over DX8.1? That's all I see different, but then again I only have one DX game out of my 7 or 8 and have played the Far Cry demo. What is it?
You get a reflection on the mirror in max payne 2 with dx9!
Is DX9 just a better water effect over DX8.1? That's all I see different, but then again I only have one DX game out of my 7 or 8 and have played the Far Cry demo. What is it?
Originally posted by: g3pro
doom 3 is using openGL.![]()
rage3d ? Originally posted by Hanners
In a way, it is optimised - If the demo is anything to go by, the game drops all shaders to 1.1 regardless of what settings are selected on NV3x boards, whereas R3x0 cards will run 2.0 shaders when set to the highest graphical settings in game.
Originally posted by T-Spoon
*waves to Edward2.
Yeah, it's true. I also posted this on nVnews, but they didn't seem quite impressed (or should I say 'surprised'?) by the news.
Here's the log I posted there:
R3x0 card (Radeon9700Pro)
Vertex Shaders version 2.0
Pixel Shaders version 2.0
Use Hardware Shaders for ATI R300 GPU
Pixel shaders usage: PS.2.0 and PS.1.1
Shadow maps type: Mixed Depth/2D maps
NV3x card (FX5900U)
Vertex Shaders version 2.0
Pixel Shaders version 2.0
Use Hardware Shaders for NV3x GPUs
Pixel shaders usage: Replace PS.2.0 to PS.1.1 <---- :hmm:
Shadow maps type: Mixed Depth/2D maps
GF4Ti
Vertex Shaders version 1.1
Pixel Shaders version 1.3
Use Hardware Shaders for NV2x GPU
Pixel shaders usage: Replace PS.2.0 to PS.1.1
Shadow maps type: 2D shadow maps
None of the current boards have close to enough power to show what DX9 level shaders can do in a real time(even limiting it to PS2.0/VS2.0) gaming situation.
unless Doom is still back in the stone age with those old shaders, you say.
it isn't what ya got, it is what ya do with it.![]()
Originally posted by: BenSkywalker
unless Doom is still back in the stone age with those old shaders, you say.
it isn't what ya got, it is what ya do with it.![]()
The Snowman's quote is very, very true here. Wait until you see DooM3 running and you may find yourself quite shocked at what is capable with the very limited shader hardware of the original GeForce. The problem with the original GeForce is that it doesn't have anywhere close to enough power to use those features in the fashion that DooM3 is going to(well, not with realistic performance levels). What Carmack is pulling off with register combiners is going to blow away most of the DX9 level effects we will see in the near future.
Carmack's next engine is likely to use a ~DX9 level feature set and will likely be the first engine we see that really displays what the technology is capable of, but it will be far too intensive to be run on anything that it out now(won't be an issue, we won't see that engine until '08-'09 more then likely). Carmack is exceptional at squeezing the most out of hardware, better then anyone else in the gaming industry by a considerable margin IMO, he doesn't need to utilize the latest and greatest features to make his titles look better then anyone elses and run better too.
Originally posted by: TheSnowmanas for doom3, Carmack designed it based on what can be accomplished with the orignal geforce, hence it is dx7 level tech.
Even if you have a GeForce everything is going to need to be drawn five times. That means every vertex needs to be computed five times while on a Radeon 8500 it only needs to be computed once! And a 9200 only has the horsepower to get 19fps at 1024x768 on medium detail! Sure, you can run it on a GeForce1 in all its glory, but it's going to be slow considering what we're seeing from the 9200.
Doom3 can be called a DX7 game, but running it on the best DX7 card it is only 20% as effecient as a DX9 card.
And the DX9 card is going to produce a much better end result thanks to using floating point buffers for HDR instead of taking color bits away from the image (see Homeworld2's backgrounds to see when this can be a problem).
It's hard to call it a DX7 level game when it will take advantage of DX9 level hardware just because it also works on DX7 level cards (albeit, with the exception of the GeForce, with reduced features).
Carmack has gone on record saying there will be no discernable quality difference between INT or FP shaders.
The GeForce1 can run DooM3 fully featured, you can not say the same for Half-Life2 and any pre DX9 class card, let alone pre DX8.
Originally posted by: titananandtech
Carmack has gone on record saying there will be no discernable quality difference between INT or FP shaders.
URL? I think that quote may be obsolete.
Originally posted by: TheSnowman
what do you mean by think? are you just guessing or did you see comments from Carmack that state things differently than what Ben has said? i don't have a url of hand but i can back Ben up on this one as i remember Cramack saying the same thing. i'd imagine it is in his .plan files or the interviews he did with beyond3d if you want to go diging for the info yourself.Originally posted by: titananandtech
URL? I think that quote may be obsolete.Carmack has gone on record saying there will be no discernable quality difference between INT or FP shaders.