Does Dave have ATI SM 3.0 Hardware?

Joe DeFuria said:
egore said:
Consoles are going to dictate the development of future games which is why SM3.0 is more important than SM2.0 or even SM4.0.

In PC land there are a zillion installed parts supporting SM2.0. That will influence PC shader support.

Although we know that much in SM3.0 is possible in SM2.0 do you think devs will put as much effort into the SM2.0 fallbacks? How did it work with SM2.0 and PS1.3/4 ?
 
trinibwoy said:
Although we know that much in SM3.0 is possible in SM2.0 do you think devs will put as much effort into the SM2.0 fallbacks?

I think the question is, how much effort will be put into SM 3.0 specific development.

How did it work with SM2.0 and PS1.3/4 ?

I still don't think any SM 2.0 game requires SM 2.0. Could be wrong though...
 
Joe DeFuria said:
I think the question is, how much effort will be put into SM 3.0 specific development.

Guess it's up to the relationship between the devs and IHV's. But now that both major players have SM3.0 products I guess it's a moot point.

I still don't think any SM 2.0 game requires SM 2.0. Could be wrong though...

Oh, I wasn't referring to playability but presentation. How much effort did devs put into PS1.1 fallbacks to make the output as close to SM2.0 as possible?
 
Oh, I wasn't referring to playability but presentation. How much effort did devs put into PS1.1 fallbacks to make the output as close to SM2.0 as possible?
alot looking at far cry and half life 2 ...
 
Joe DeFuria said:
As a gamer, I would personally rather see exactly that card. Stick with FP24 and SM2.0 for now, but make it significantly faster. Because personally, I don't see SM 3.0 being all that much more "capable."

I don't really see the next "feature" inflection point coming until SM 4.0 / DX10 / whatever it's going to be.
Right, this is what I was talking about a page ago.
 
ANova said:
Joe DeFuria said:
As a gamer, I would personally rather see exactly that card. Stick with FP24 and SM2.0 for now, but make it significantly faster. Because personally, I don't see SM 3.0 being all that much more "capable."

I don't really see the next "feature" inflection point coming until SM 4.0 / DX10 / whatever it's going to be.
Right, this is what I was talking about a page ago.

I think the capabilities of the next-gen. consoles will have an appreciable impact with PC developers.
 
SM3 on Xbox 360 and OGL (2.0?) on PS3?

Is there a handy comparison of SM3 and OGL2.0 anywhere?

Jawed
 
OpenGL 2.0 potentially supports almost everything in SM3.0 through GLSL. I can't find any reference to centroid sampling in OpenGL, though, and instancing is also absent (of course, this is really more of a general Direct3D feature than SM3.0). I can't find any anything saying that floating point buffers and blending is part of SM3.0. In any case, OpenGL 2.0 doesn't require it.
 
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