Sage said:ill bet DM is possible via vertex shader program. it's quite possible that, with the advancement with the vertex shader (such as dynamic flow controll) DM can be executed without dedicated hardware.
DemoCoder said:Something doesn't add up: 125M transistors, 128-bit bus, same features as ATI, but just higher instruction counts? Surely a half-bus size would give back a bunch of transistors in the memory controller/interface, so what's those extra transistors being used for? Cache? super-scalar shader op dispatch? A per-primitive processor that is there, but disabled because of a bug in this rev of silicon, much like the 3D Volume textures in the first GF3?
Reverend said:If I'm not mistaken, NV30 uses RT with either Bezier or BSpline... lemme check.
mech said:Bwhahaha that's ridiculous. So it's not really a DirectX 9 part is it?
Crusher said:http://www.beyond3d.com/previews/nvidia/nv30gfx/index.php?p=3
According to this site, NV30 supports:
High Order Surfaces
Continuous Tessellation
Vertex Displacement Mapping
Geometry Displacement Mapping
Got a message from doug rogers:
No, the GeForce FX does not support displacement mapping.
-Doug Rogers
NVIDIA Developer Relations
Sabastian said:I believe that it is a DX9 implement... but not supporting displacement mapping doesn't disqualify the hardware from being DX9. Same thing happened with HOS support in DX8... nvidia didn't support it and still the hardware was considered to be DX8.(Of course somehow nvidias DX7 hardware also managed the DX8 label as well.... somehow.. )