Is it set in stone..

tEd said:
tb said:
Boke said:
PS2.x is not the same as PS2.0 . Its much closer to 3.0 than it is 2.0 .

- ps_2_x without additional caps is just ps_2_0 (that's why ps_2_x and ps_2_0 shaders run on the r3xx)

- ps_2_x with all additional caps is very close to ps_3_0

Thomas

for what kind of featureset does the ps2.x hlsl target compile to exactly?

There is no ps2.x hlsl compiler target at the moment.


vertex shader version:
vs_1_1
vs_2_0
vs_2_x
vs_3_0

pixel shader version:
ps_1_1
ps_1_2
ps_1_3
ps_1_4
ps_2_0
ps_2_x
ps_3_0

compiler targets - vertex shader(vs version):

vs_1_1 (vs_1_1)
vs_2_0 (vs_2_0)
vs_2_a (vs_2_x)
vs_3_0 (vs_3_0)

compiler targets - pixel shader(ps version):

ps_1_1 (ps_1_1)
ps_1_2 (ps_1_2)
ps_1_3 (ps_1_3)
ps_1_4 (ps_1_4)
ps_2_0 (ps_2_0)
ps_2_a (ps_2_x)
ps_2_b (ps_2_x)
ps_3_0 (ps_3_0)


Thomas
 
The problem with ps_2_x is that all ps_2_x shader won't run on all ps_2_x hardware.

NV3x have ps_2_x support.
R3x0/RV3x0 could probably have some ps_2_x support (for more registers).
R420 will probably have ps_2_x support (for more registers and probably some other things).

Unfortunately these supports are very different. NV3x's one will probably be by far the most advanced ps_2_x support. Problem is that some NV3x's ps_2_x won't run on ATI hardware. What it means is that a game won't be able to use ps_2_x without detecting properly the graphic board. The game will need to have 2 sets of shaders (or to compile the same shader with the proper HLSL profile if it's possible and if the game doesn't use precompiled shaders of course).

ps_2_x for ATI hardware will have to be simpler than ps_2_x for NVIDIA hardware. I'm sure that the R420 won't be able to run Far Cry ps_2_x for NV3x (probably because of dependant texture reads limitations).
 
Tridam said:
The problem with ps_2_x is that all ps_2_x shader won't run on all ps_2_x hardware.

NV3x have ps_2_x support.
R3x0/RV3x0 could probably have some ps_2_x support (for more registers).
R420 will probably have ps_2_x support (for more registers and probably some other things).

Unfortunately these supports are very different. NV3x's one will probably be by far the most advanced ps_2_x support. Problem is that some NV3x's ps_2_x won't run on ATI hardware. What it means is that a game won't be able to use ps_2_x without detecting properly the graphic board. The game will need to have 2 sets of shaders (or to compile the same shader with the proper HLSL profile if it's possible and if the game doesn't use precompiled shaders of course).

ps_2_x for ATI hardware will have to be simpler than ps_2_x for NVIDIA hardware. I'm sure that the R420 won't be able to run Far Cry ps_2_x for NV3x (probably because of dependant texture reads limitations).

Is that not why SM2.0b is being released?? ATI will not to try to run any game in NV3X mode..I am not sure why someone would even think that :?:
 
Bry said:
Tridam said:
The problem with ps_2_x is that all ps_2_x shader won't run on all ps_2_x hardware.

NV3x have ps_2_x support.
R3x0/RV3x0 could probably have some ps_2_x support (for more registers).
R420 will probably have ps_2_x support (for more registers and probably some other things).

Unfortunately these supports are very different. NV3x's one will probably be by far the most advanced ps_2_x support. Problem is that some NV3x's ps_2_x won't run on ATI hardware. What it means is that a game won't be able to use ps_2_x without detecting properly the graphic board. The game will need to have 2 sets of shaders (or to compile the same shader with the proper HLSL profile if it's possible and if the game doesn't use precompiled shaders of course).

ps_2_x for ATI hardware will have to be simpler than ps_2_x for NVIDIA hardware. I'm sure that the R420 won't be able to run Far Cry ps_2_x for NV3x (probably because of dependant texture reads limitations).

Is that not why SM2.0b is being released??

yes it is.

I was alittle confused because when i used an older hlsl compiler i could swear there was a 2.x target and i didn't really know why because there was already the 2.a target for nv3x that's why asked about it but it seems the 2.x is now removed.
 
Bry said:
Tridam said:
The problem with ps_2_x is that all ps_2_x shader won't run on all ps_2_x hardware.

NV3x have ps_2_x support.
R3x0/RV3x0 could probably have some ps_2_x support (for more registers).
R420 will probably have ps_2_x support (for more registers and probably some other things).

Unfortunately these supports are very different. NV3x's one will probably be by far the most advanced ps_2_x support. Problem is that some NV3x's ps_2_x won't run on ATI hardware. What it means is that a game won't be able to use ps_2_x without detecting properly the graphic board. The game will need to have 2 sets of shaders (or to compile the same shader with the proper HLSL profile if it's possible and if the game doesn't use precompiled shaders of course).

ps_2_x for ATI hardware will have to be simpler than ps_2_x for NVIDIA hardware. I'm sure that the R420 won't be able to run Far Cry ps_2_x for NV3x (probably because of dependant texture reads limitations).

Is that not why SM2.0b is being released?? ATI will not to try to run any game in NV3X mode..I am not sure why someone would even think that :?:

Of course the HLSL profiles have been developped for a specific hardware and ATI won't try to run games in NV3x mode. What I wanted to say is that ps2.x isn't somehting clearly defined and that the name "ps2.x" can't be used to talk about GPU capabilities.

Developers will be able to deal with ps2.x by using a different path for every hardware. That isn't a problem but more work.


On another side we (the press) will have to categorize in an easy way the GPU capabilities. We won't be able to use ps2.x and we can't use ps2.a/b... So PS2.x is more work for everyone :devilish:
 
So NV45 will not use smaller fabtech(0.11 with low-k, B-diamond etz)
About R420 is it "certain" the XT version vill debut almost in the same timeframe, it will not be a refresh but R450(?) will come at the holliday season then..
 
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