1.1.1 What are the different rendering code paths supported by Halo PC?
Halo support 4 different rendering code paths:
Pixel shaders 2.0 (DirectX 9.0)
In this code path, you are making absolutely no compromises on the visual quality of the game. You are seeing everything as best as possible, as engineered by our team. All the effects are in their most demanding form (as complex of a calculation as necessary to generate the best visual result possible).
Having said this, for many simple effects, even if you are running PS2.0, the game will automatically use a 1.4 or 1.1 shader because the visual result is exactly the same.
Pixel shaders 1.4 (DirectX 8.0)
When running in PS1.4, you are compromising only a subset of effects. Specifically:
- No bumped mirrored surfaces
- Some video effects are two-pass
Pixel shaders 1.1 (DirectX 8.0)
PS1.1 is probably the most widespread pixel shader version currently. When running in the PS1.1 rendering code path, the visual compromises are (in addition to the PS1.4 compromises):
- No model self-illumination (excluding some specific environmental models)
- No animated lightmaps
- Fog calculations are triangle based, not pixel based
- No specular lights
Cards that support Hardware T&L (fixed function - DirectX 7.0)
This is the most basic rendering code path for Halo. When running in that mode, you have to accept many visual compromises but are still getting a compelling Halo visual experience. The compromises are:
- No shadows
- Simple active camouflage effect
- No glows or flares
- Very basic fog, water and lighting