Only way is to report PS 1.3 or lower.DOOM III said:now we've already had P.S. 1.4 disabling tool, is there a similar approach to do the same thing on NV3X?
K.I.L.E.R said:Nv3x line of cards support PS 1.4? Since when did this occur?
Ichneumon said:K.I.L.E.R said:Nv3x line of cards support PS 1.4? Since when did this occur?
If a card reports it is PS 2.0 supporting, that means it supports PS 1.4. all PS versions are backwards compatible... so if a card supports PS 2.0, it has to be able to execute PS 1.4 shaders.
Grall said:It would just mean crappy performance on any software using ps1.4 shaders, so people who bought the card would get angry and the company would look bad.
Well, I believe for PS 1.4 to work properly, it needs higher than 12-bit integer precision (I think the R200 actually uses 16-bit integer?). This means that when running PS 1.4, the GeForce FX must use nothing but floating-point calculations (since the integer calcs are too low-precision), leaving the FX at approximately only 1/3 of its execution units running. The possible speed boost available from dropping to 1.1-1.3 should be obvious.Grall said:Oh come on, Martrox. Why would anyone intentionally make a slow ps1.4 shading unit? It would just mean crappy performance on any software using ps1.4 shaders, so people who bought the card would get angry and the company would look bad.
martrox said:But not nessasarily with any speed..........
Except that PS1.1-1.3 can't do everything PS 1.4 can do... If a shader is PS 1.4, it's 1.4 for a reason.Chalnoth said:Well, I believe for PS 1.4 to work properly, it needs higher than 12-bit integer precision (I think the R200 actually uses 16-bit integer?). This means that when running PS 1.4, the GeForce FX must use nothing but floating-point calculations (since the integer calcs are too low-precision), leaving the FX at approximately only 1/3 of its execution units running. The possible speed boost available from dropping to 1.1-1.3 should be obvious.
OpenGL guy said:Except that PS1.1-1.3 can't do everything PS 1.4 can do... If a shader is PS 1.4, it's 1.4 for a reason.
Like I said, PS 1.1-1.3 can't do everything that PS 1.4 can do...Tagrineth said:OpenGL guy said:Except that PS1.1-1.3 can't do everything PS 1.4 can do... If a shader is PS 1.4, it's 1.4 for a reason.
IIRC, in terms of gaming, the only thing PS1.4 offers is speed improvements (in Radeon series, anyway) due to being able to do a lot more in a single pass.
Testiculus Giganticus said:With PS 1.4 you can do dependant texture operations, something the other shaders aren`t able to offer.
Every gaming situation I've yet seen states otherwise. The only improvements in using PS 1.4 that I've yet heard about in games have been from the improved dynamic range of PS 1.4, not from the added features.OpenGL guy said:Like I said, PS 1.1-1.3 can't do everything that PS 1.4 can do...
Are you deliberately trying to be obtuse? Please give me a PS 1.1-1.3 shader that has 6 textures and 16 ALU ops. Give up?Chalnoth said:Every gaming situation I've yet seen states otherwise. The only improvements in using PS 1.4 that I've yet heard about in games have been from the improved dynamic range of PS 1.4, not from the added features.OpenGL guy said:Like I said, PS 1.1-1.3 can't do everything that PS 1.4 can do...
Even the 3DMark01 "Advanced Pixel Shader" test had a fallback that looked exactly like the PS 1.4 solution.
Tagrineth said:IIRC, in terms of gaming, the only thing PS1.4 offers is speed improvements (in Radeon series, anyway) due to being able to do a lot more in a single pass.