Wash that man's mouth out with soap!You can't always assume that hardware T&L is going to be faster. Operations like skinning and blending can sometimes be faster in software (due to result caching).
Simon F said:Interesting quote from one of the tutorial summaries on that site:
Wash that man's mouth out with soap!You can't always assume that hardware T&L is going to be faster. Operations like skinning and blending can sometimes be faster in software (due to result caching).
Hmm, now that you say it..... I sold my GF256 DDR this November and got myself an r8500. And looking back and thinking hard, no, none of my games ever did run faster with hardware T&L than without.
So extrapolating, I guess I will not see a game that exploits pixelshaders to great effect during the lifetime of my r8500. From what I've heard of the DOOM3 and the Unreal2 engines, this actually seems _very_ likely. And with the release of the GF4MX, practically guaranteed.
Oh well. I hope the manufacturers won't stop innovating, because I'll pay for coolness anyway. I'm a sucker for technology.
Entropy
LittlePenny said:A bit off topic but that sticky icon definitely needs to be... different.
hehehe, i think it's rather amusing actually.
IIRC the GF4MX doesnt support pixel shaderEntropy:
So extrapolating, I guess I will not see a game that exploits pixelshaders to great effect during the lifetime of my r8500. From what I've heard of the DOOM3 and the Unreal2 engines, this actually seems _very_ likely. And with the release of the GF4MX, practically guaranteed.
pascal said:IIRC the GF4MX doesnt support pixel shader