Everything achieved with SM3.0 can also be done with SM2.0

Re: Everything achieved with SM3.0 can also be done with SM

engall said:
Everything that can be achieved with SM3.0 can also be done with SM2.0.
Is that true?

no
 
I would think you could approach SM3 effects with SM2 pretty close though.
But then I only have a very little brain.
 
Everything that Sm3.0 can do, a 386 CPU could do ;)

But seriously, it's quite a bit beyond, and an obvious evolutionary one up.
 
For PS3.0 the answer is yes, BUT I'm talking on the theoretical level here. PS3.0 exposes features that you'd have to emulate in the shader if using PS2.0 (such as gradients) making things extremely slow and difficult to code.

For VS3.0 however you can't emulate the texture lookup, so the answer is no.
 
For the PS, I would say yes. There are things that cannot be done practically with shadermodel 2.0, but many of these same things I still have reservations about being practical under 3.0 as well. It might depend on the implementation.

We start to get into several interesting and famous questions such as 'Does this program ever terminate'. Back off from that a bit and consider a program that could take 1 cycle or 30000 cycles on a GPU: feed in a million-polygon primitive and you're gonna be sat there a while...
 
Colourless said:
For PS3.0 the answer is yes, BUT I'm talking on the theoretical level here. PS3.0 exposes features that you'd have to emulate in the shader if using PS2.0 (such as gradients) making things extremely slow and difficult to code.

For VS3.0 however you can't emulate the texture lookup, so the answer is no.
Thanks!
 
The first thing came into my mind when reading this thread is that two-sided lighting is much more efficient in PS3.0 although it can also be done in PS2.0 with 2 geometry passes. Someone corret me if necessarily. ;)

Oops, just figure out 2 geometry passes is not necessary in PS2.0 either. :oops:
 
So in the end everything that can be achieved with PS3.0 can be done with PS2.0, but the performance hit can be to big so developers might reduce the graphics for PS2.0 hardware?

What about the texture lookup thing in VS3.0, will this give some visual improvements that is not possible with SM2.0?
 
MistaPi said:
What about the texture lookup thing in VS3.0, will this give some visual improvements that is not possible with SM2.0?

Displacement mapping. Geometry instancing f.e. But Ati could support VS3.0 without supporting PS3.0 and the rumours suggests that they will.
 
Was hoping someone wou.d ask this as i've been wondering if the Ps 3.0 effects are achievable in PS2.0
My guess atm is that PS 3.0 is more of to reduce workload?
Can anyone explain the PS 2.0 3.0 difference?
 
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