If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Member
Join Date: Apr 2002
Posts: 642
|
According to the Inquirer, Farcry supports shader 3.0, which r420 doesn't support. Haha. So much for ATI's efforts to deemphasize shader 3.0.
http://www.theinquirer.net/?article=15442 PS Talking about ATI, does anyone know what design teams are working on what vpus? |
|
|
|
|
#2 |
|
Senior Member
Join Date: Jan 2004
Posts: 1,287
|
Duck season! Rabbit season! Duck season! Troll season!
|
|
|
|
|
#3 |
|
Member
Join Date: Apr 2004
Posts: 145
|
at NV40 launch the Crytech guy refered to everything as "PS2.0 and PS3.0" was necessary..
Which leads us to belive that the "SM3.0 mod" is nothing but content update with SM3.0 support.. not SM3.0 exclusive.. you just dont want to run it on "todays" PS2.0 hardware.. Altho running it in PS2.0 on R420 is prolly very possible at similar rates and visuals as NV40 in PS3.0.. So its more a content update to use the overall speed improvments on the new generation.. seeminly.. Devs do most likly use both ATI and Nvidia hardware in development, if they fail to make their games run well on one of them, they will sell less games.. That is why Valve was annoyed at the problems with NV3x, they want everyone to be able to run their game well, and that means extra work for them if the hardware isnt doing that with standard implementations.. |
|
|
|
|
#4 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
|
The questions is: is there any difference between the PS2.0 and PS3.0 paths?
As for who's working on what, yes, I know, but you'll have to wait for the answer. |
|
|
|
|
#5 | |
|
Senior Member
Join Date: Mar 2002
Posts: 1,448
|
Quote:
sorry if I'm being daft, haven't slept for 30-40 hours or so |
|
|
|
|
|
#6 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
|
No, I'm asking.
|
|
|
|
|
#7 |
|
Senior Member
Join Date: Feb 2002
Location: Ontario, Canada
Posts: 3,328
|
How many times does the Crytek guy state can be only be possbile on SM 2.0 and SM 3.0 .
http://home.comcast.net/~tdwitzke/103_0372.avi http://home.comcast.net/~tdwitzke/103_0373.avi |
|
|
|
|
#8 |
|
Member
Join Date: Apr 2004
Posts: 145
|
A guess would be that visually they will be the same on NV40 and R420...
Unless there is something they found to cost alot of peformance in PS2.0 but could be done with only a small impact in SM3.0.. what that would be, someone who knows alot about it could prolly give a educated guess on that.. Softer shadowedges maybe? all trees seem to have realtime volumetric shadows here.. |
|
|
|
|
#9 |
|
Senior Member
Join Date: May 2002
Posts: 2,657
|
I thought it wasn't possible for the moment cos:
- 6800(U) is still recognized as an NV3* - DX9c still not here (not sure this one is important as SM3.0 is already in DX9) - Drivers are a bit shabby.
__________________
Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent |
|
|
|
|
#10 | |
|
Member
Join Date: Apr 2004
Posts: 145
|
Quote:
but the 1.1 patch did say "added support for PS3.0".. which wont be exposed without DX9.0c from what Ive heard.. |
|
|
|
|
|
#11 | |
|
Senior Member
Join Date: May 2002
Posts: 2,657
|
Quote:
__________________
Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent |
|
|
|
|
|
#12 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
|
Long shaders can be achieved via multipass, branched shaders can be unravelled. Does the SM3.0 patch for Far Cry even include either long shader or branching though?
|
|
|
|
|
#13 |
|
Senior Member
Join Date: May 2002
Posts: 2,657
|
I thought some fonction weren't possible in SM 2.0... I'm wrong it seems.
It would be great if one of the dev on B3D board could do some tester comparing the same effect using SM 2.0 and SM 3.0, to see where it goes.
__________________
Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent |
|
|
|
|
#14 | |
|
Junior Member
Join Date: Aug 2003
Posts: 64
|
According to the guy from Crytek at the 8600 launch..he said and I will try to quote as much as I can
Quote:
I also take it to understand that current hardware (R3XX/N3X) Is not powerfull enough thus why it was not released earlier.
__________________
Abit IC7-G P4 2.6G Oc'd to 3.0 ATI 9800 NP 2 X 256 corsair XMS DDR mem Creative SOundblaster Audigy1 |
|
|
|
|
|
#15 | |
|
Member
Join Date: Apr 2004
Posts: 145
|
Quote:
But in that case, you can almost say "cant be done in PS2.0" even tho it theoreticly can but would cost to much peformance.. |
|
|
|
|
|
#16 |
|
Member
Join Date: Oct 2002
Posts: 588
|
Maybe its just me, but I think supporting a feature such as SM 3.0 in current games seems a bit premature.. Seems to be a feature that we should be expecting perhaps on next years games (on the cutting edge games that is). I think it's pretty cool to see Crytek adding support for SM 3.0 though. I don't think ATI is going to lose too much sleep over not having SM 3.0 yet though (it really isn't relevant yet IMO). I"m sure the marketing section of Nvidia is really going to be beating the SM 3.0 support drum though!
P.S. bbot: you do sound kinda trollish in your post... :?
__________________
If you want attention, start a fight - Scottish proverb |
|
|
|
|
#17 |
|
Senior Member
Join Date: May 2002
Posts: 2,657
|
Is Floating Point Blending something possible in SM 2.0?
__________________
Keep in mind, these threads are for entertainment purposes, if 3D tech is your hobby. These rumors should be taken with a grain of silicon - Luminescent |
|
|
|
|
#18 | |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Quote:
|
|
|
|
|
|
#19 |
|
Member
Join Date: Apr 2004
Posts: 145
|
I dunno, even a 9800XT is under hard pressure in Farcry on everthing high..
Add to that weight the fact that it should now render the shadow of every tree as a volumetric realtime shadow (with soft edges even i think) where as earlier those shadows were baked into texture.. |
|
|
|
|
#20 | |
|
Senior Member
Join Date: Aug 2002
Location: Miami, Fl
Posts: 1,036
|
Quote:
__________________
"Friendship is unnecessary, like philosophy, like art... It has no survival value; rather it is one of those things that give value to survival." -C.S. Lewis |
|
|
|
|
|
#21 | |
|
Member
Join Date: May 2002
Location: Slovenia
Posts: 420
|
Quote:
|
|
|
|
|
|
#22 | |
|
Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
|
Quote:
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
|
|
|
|
|
#23 |
|
Gamerscore Wh...
Join Date: Jan 2002
Posts: 12,989
|
OK. AFAIK there are no qualatitive differences between the SM3.0 and SM2.0 paths in Far Cry. The SM3.0 path does use vertex instancung whuch will improve NV4x's vertex shader performance in comparison to not using it.
|
|
|
|
|
#24 | ||
|
Member
Join Date: Mar 2003
Location: Finland
Posts: 950
|
Noticed this at Rage3D: http://www.pclab.pl/print9725.html
Couple quotes from the original thread: Quote:
Quote:
__________________
Mikael Koskinen blog: .NET Programming, Windows Phone Development, Software Architecture |
||
|
|
|
|
#25 |
|
Member
Join Date: Jul 2003
Location: Beijing
Posts: 640
|
I'm sure R420 can beat NV40 when the latter is using 8xAA.
Does anybody know why nVIDIA didn't implement 6xAA? Is it hard to implement or protected by ATi's patent? |
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| ATI's FireGL Products Certified for SolidWorks 2005 Software | Dave Baumann | Press Releases | 0 | 12-Oct-2004 20:54 |
| ATI's Extensive Line-up of Activities at SIGGRAPH 2004 | Dave Baumann | Press Releases | 0 | 29-Jul-2004 14:10 |
| ATI's PCI Express FireGL Graphics selected by OEM's | Dave Baumann | Press Releases | 0 | 01-Jul-2004 09:50 |
| Media Markt Chooses ATI's ALL-IN-WONDER 9000 PRO | Dave Baumann | Press Releases | 0 | 01-Oct-2002 13:11 |
| ATI IGP 320, IGP 320M, IGP 330, IGP 330M, IXP 200, XP 250 | Dave Baumann | Press Releases | 0 | 13-Mar-2002 14:56 |