The most expedient sounding option was to just use the Nvidia
extensions that they implement, NV_vertex_program and NV_register_combiners,
with seven texture units instead of the four available on GF3/GF4.
The dev team did some research and found back doors and even a few undocumented instructions for the NV2X, allowing them to write custom shaders for the Xbox GPU which have improved performance to an exceptional level. The standard seven passes required to render a single frame in Doom III were reduced to four passes;
Chalnoth said:What do you mean by this? When programming for the Xbox, developers have very low-level access to the hardware, and thus can sometimes do quite a bit more than they can on a PC with similar hardware.
The thing I meant to look for is bolded.. I was wondering if these are the same thing. Just confused by the terminology (texture units versus passes...). The sevens and fours just got me thinking they were the same.