Razor1 said:Well lets take Doom 3 and ATi's shader replacement. Yes Doom 3 was shader intensive when it came out. But ATi's shader replacement removed a texture op well lookup, and replaced it with ALU calculations. Now Fear, Oblivion, anything made on the Unreal Engine 3 this can't be done since it will not end up with a similiar look if this done, since the lightmaps are hand made, unless the developer wants yesteryears graphics.
Actually, it was the other way around: Since the ALU computation was slow, JC (or whoever did the shader) traded it for a texture lookup. This was only possible because the results of the computations were very predictable and easily saved in a 1x8 (or similar) sized texture. This won't be as easily possible in a more advanced scenario...