Well, my opinion is, simply using a feature for a few token effects does not make a title a "designed for DX9" title. What if I wrote a game that used a single shader on a single polygon out of the entire game. Would that justify using it in a benchmark? Doom3 is an example of a game designed from the ground up for normal mapping and stencils. The same cannot be said of older games that added token support for bump mapping or stenciled shaders (e.g. Giants)
TR:AOD is a game that has a few special effects added, but it looks inconsisent. You might look at the water or DOF and say "cool", then you look at 90% of the game content and go "blah" It's not different than token DOF/water affects slapped into many console titles.
IMHO, Top Spin tennis, a DX8 x-box title, looks way better in terms of effects because the game is designed from the ground up with shaders, self shadowing, bloom, and mega-polygon crowds and stadiums, everywhere. It doesn't feature a few water shaders slapped ontop of a blurry bland game world.
I don't just want shaders to be used as a "gimmick" the same way specular or reflections became used on a few token things to make uber-shiny surfaces.
TR:AOD is a game that has a few special effects added, but it looks inconsisent. You might look at the water or DOF and say "cool", then you look at 90% of the game content and go "blah" It's not different than token DOF/water affects slapped into many console titles.
IMHO, Top Spin tennis, a DX8 x-box title, looks way better in terms of effects because the game is designed from the ground up with shaders, self shadowing, bloom, and mega-polygon crowds and stadiums, everywhere. It doesn't feature a few water shaders slapped ontop of a blurry bland game world.
I don't just want shaders to be used as a "gimmick" the same way specular or reflections became used on a few token things to make uber-shiny surfaces.