Originally posted by: Koudelka
I love watching msot people get so uptight about certain questions. Best thing people can do.. is either ignore it and not post.. or boost their post count with irrelevant useless text not worth reading.
If i knew the specifics of SM3, i'd tell ya. Best bet is to use search feature, or google it.
Originally posted by: rivan
Yeah, I've read the debate that's happened in 3 or 4 threads threads, but seen no screenshots. Just no screenshots yet.
Thanks for your help, PM.
Originally posted by: jiffylube1024
That's because there are no screenshots - you need to reread some of those threads.
The difference and SM 3.0's value is not visual - it does the same thing. What it does is give a performance benefit to SM 3.0 supporting games.
Originally posted by: Wreckage
Originally posted by: jiffylube1024
That's because there are no screenshots - you need to reread some of those threads.
The difference and SM 3.0's value is not visual - it does the same thing. What it does is give a performance benefit to SM 3.0 supporting games.
http://developer.nvidia.com/object/using_vertex_textures.html
Screenshot showing the visual difference between SM2.0 and SM3.0 using VTF.
No, vertex texture fetch is not supported. However, since the X1000 family does all pixel shader calculations with FP32 precision, just like the vertex shader, it is possible to get the same results using the render to vertex buffer capability. Basically, you do a quick pre-pass where you render to a special linear buffer in which each pixel represents a vertex. Textures can be used to modify each vertex through the pixel shader, and the result is then read back into the vertex shader. The result is fast vertex texturing with full filtering support, without requiring any special hardware in the vertex shader engine.
Note that render to vertex buffer is possible in R4xx as well, but is limited to FP24 which could cause precision issues in some cases.