We all know that the R420 is very similar to the R300 feature wise, bar a few additions like longer instruction length shaders and 3Dc. I really don't care that it doesn't support shader model 3.0, although texture lookups in vertex shaders would be kind of nice, most of the other features in SM3.0 are more about performance than fancy effects. Floating point blending and filtering is also a nice feature that the R420 lacks, but it isn't THAT big of a deal IMHO since you can do plenty of HDR effects anyway on it with higher precision integer formats if you tweak a little.
There are many features which aren't related to SM3.0 that I do miss however.
* Percentage closer filtering on shadow maps and native support for depth textures. This offers muh higher quality shadow maps. With the added power of the latest cards, you might want to do your own shadow map filtering to get decent soft shadows, but that really isn't a reason not to support bilinear PCF on shadowmaps since it gives you higher quality for the same cost even when you do your own filtering.
* Partial derivative operators in the pixel shader. This is useful in LOTS of shaders.
Does anyone have any idea why these aren't supported? I can't imagine supporting PCF can be very expensive transistor wise, you basically need to do a compare with the r tex coord and the texels before filtering. Precision doesn't need to be high at all. Is this related to the fact that ATi do texture lookups parallel to math ops and nvidia have some sort of hybrid unit that does both?
Partial derivative operators are also cheap, basically a subtraction. They do require access to registers on a quad level though. Maybe this causes some concurrency issues? Might be related to why nvidia has a register usage performance hit and ATi does not?
I know too little about graphics hardware architecture to come up with reasons so I'm counting on you guys Of course it might not be expensive or hard to support at all, in which case ATi are simply lazy and we should all badger them about it so they don't do the same mistake next gen
There are many features which aren't related to SM3.0 that I do miss however.
* Percentage closer filtering on shadow maps and native support for depth textures. This offers muh higher quality shadow maps. With the added power of the latest cards, you might want to do your own shadow map filtering to get decent soft shadows, but that really isn't a reason not to support bilinear PCF on shadowmaps since it gives you higher quality for the same cost even when you do your own filtering.
* Partial derivative operators in the pixel shader. This is useful in LOTS of shaders.
Does anyone have any idea why these aren't supported? I can't imagine supporting PCF can be very expensive transistor wise, you basically need to do a compare with the r tex coord and the texels before filtering. Precision doesn't need to be high at all. Is this related to the fact that ATi do texture lookups parallel to math ops and nvidia have some sort of hybrid unit that does both?
Partial derivative operators are also cheap, basically a subtraction. They do require access to registers on a quad level though. Maybe this causes some concurrency issues? Might be related to why nvidia has a register usage performance hit and ATi does not?
I know too little about graphics hardware architecture to come up with reasons so I'm counting on you guys Of course it might not be expensive or hard to support at all, in which case ATi are simply lazy and we should all badger them about it so they don't do the same mistake next gen