Killua said:Too many reviews suddenly popping out and I can't find one to compare ps2.0 and 3.0's speed from both companies.
Stryyder said:Killua said:Too many reviews suddenly popping out and I can't find one to compare ps2.0 and 3.0's speed from both companies.
That is because there are no true 3.0 applications to test it on.
Killua said:I thought far cry supports ps3.0? Or is it not being enabled yet?
thop said:What about 3Dc Bjorn? I hope ATI doesn't pull another TRUFORM :?
Bjorn said:Killua said:I thought far cry supports ps3.0? Or is it not being enabled yet?
That patch/addon hasn't been released yet. And it'll of course support SM2.0 also.
tt_22 said:Bjorn said:Killua said:I thought far cry supports ps3.0? Or is it not being enabled yet?
That patch/addon hasn't been released yet. And it'll of course support SM2.0 also.
I thought the v1.1 patch already added some ps3.0 support. We just need DX 9.0c to enable it first
Stryyder said:Killua said:Too many reviews suddenly popping out and I can't find one to compare ps2.0 and 3.0's speed from both companies.
That is because there are no true 3.0 applications to test it on.
http://www.hardware.fr/articles/491/page6.htmlL´équipe de développement de PowerVR qui a pas mal travaillé sur les Pixel et Vertex Shader 3.0 (tant au niveau software que hardware) a publié il y a quelques mois plusieurs démos faisant appel aux Pixel Shader 3.0. Ces démos ne pouvaient tourner qu´en mode software auparavant. Tournent-elles correctement sur le GeForce 6800 ? Non.
Elles ne se lancent d´ailleurs même pas. Elles sont en fait tout simplement incompatibles avec DirectX 9.0c qui a introduit quelques limitations dans les Pixel Shader 3.0. Il est ainsi interdit d´utiliser des textures dépendantes et quelques autres instructions à l´intérieur d´une branche. Cette nouvelle limitation n’avait pas pu être prise en compte au moment de la réalisation des démos vu qu´elle n´existait pas. Cette limitation a-t-elle été introduite par Microsoft pour coller à celles du hardware ?
Bjorn said:And not really any true 2.0 applications. Although some people have different opinions about this
AlphaWolf said:So I guess it will be about 10 years or more until we see an SM3.0 game then, eh DC?
I mean if it doesn't use all SM3.0 it's not really an SM3.0 game is it?
Bjorn said:I expect that it will take quite some time for SM3.0 to be the baseline for a game. If at all. Perhaps if the next gen consoles are SM3.0 or equivalent.
But that wasn't what was discussed here was it ?
Heavy usage of SM3.0 though will probably go much faster then getting SM2.0 support since it's much easier to go from SM2.0 to SM3.0 then from 1.0 to 2.0. And much easier to add a fallback. AFAIK at least, but i'm not a developer so don't quote me on that
AlphaWolf said:Really? Pretty sure its exactly on topic. The author of the thread was asking for ps2 to ps3 comparison. It was suggested that PS3.0 was not available, and you and DC decided that ps2.0 wasn't here yet either.
Not until entry level hardware (and the bulk of its installed base) can perform things like dynamic branching at acceptable speeds. Until then I think you are predominantly looking at ps1.1 to ps2.0 shaders being used.
Perhaps you and DemoCoder can come up with a ratio of shaders which is acceptable to classify a game into a shader model 'category'. I look forward to your results. Until then I am going to continue to believe that games like Far Cry which use quite a few ps2.0 shaders are ps2.0 games.
Bjorn said:And not really any true 2.0 applications. Although some people have different opinions about this