I've just got back from NVIDIA's "Dusk-till-Dawn" developer event. I'll have an article with an overview up of the event sometime, but here a a couple of little hardware details picked up from the event:
- W-Buffer support dropped from future NV hardware (use FP calculations if you want higher precision).
- Sounds as though NVIDIA has interpreted the precision spec in DX to allow them to always calculate the PS stages in FP16. The _PP precision hint seems to only apply to texture co-ordinates.
- Z and Stencil "are one buffer" so they should be cleared at the same time. Z-Cull is disabled with stencils.
- Numerous references to "Second texture runs at full speed". Mmmmm...