We want to ensure that the shadows are rendered correctly, no matter how much we tune or tweak the cameras in the scenes. We chose 24 bit already back in 3DMark05, and we continued to do so in 3DMark06. We don't want to in a situation where we would possibly need to limit the scene due to the shadows not being properly rendered.Unknown Soldier said:1) DST16 could've been used in the benchmark but wasn't (developers(or IHV's) preference I suppose)
We have multivendor hardware shadow mapping support, and for hardware that do not have it, uses R32F (just as in 3DMark05).Unknown Soldier said:2) DST24 is used, but cards that don't support the feature is forced to use F32(which might cost more but is an unknown factor atm).
FETCH4 is supported in the SM2.0 graphics tests for any hardware with DF24 and FETCH4 support.Unknown Soldier said:2) Fetch4 used in SM2.0 which doesn't support Fetch4 but an algorithm of it is used.
We weren't able to use neither FETCH4 or PCF in the HDR/SM3.0 graphics tests due to the way we smoothen the shadows.Unknown Soldier said:3) SM3.0 supports Fetch4 yet it isn't used in the SM3.0 benchmark.
More?