Is this ps2.0? (56k)

Heh well the best way to figure out then is if you have two computers (one with the Ti4200 and the other with the 9800 Pro) set them up next to each other and look at the same places and you should be able to figure out whats different. Now whether its better or not is another question :p (like too many of the surfaces in FarCry are a little too shiny) also check the rthdribl demo if you haven't already for some really impressive stuff PS2.0 can do.
 
I'm more of a monkey man myself. The chimp was the first demo I got after retiring my old reliable 8500 in favor of my new 9800pro.
 
Are there any more gorgeous demos like that one?! Downloaded it, gonna try it tonight on my 5900U...

But please please post links of sexy demos!
 
fireing squad said that all FarCrys effects are PS1.x except the lighting.

They had two comparison screen shots, one from a R3xx and one from a NV2x. They both looked exactly the same :?

If all the shaders were PS2.0 full percision then the NV3x based cards would run FarCray at < 30fps on reasonably low resolutions. Thats my understanding of it anyway, I wish somone other than fireing squad could confirm this.
 
Makes sense really there isn't too much that today's pixel shaders can do that couldn't be done somehow in PS1.1-1.4 with some sort of hack. Now PS2 does allow for more advance forms of lighting and easier procedural generated textures and etc (I feel like I'm downplaying PS2 now but the advantages are there for more complex effects).
 
Well, technically, there's no algorithm that can be done on PS 2.0 and higher that couldn't be done on PS 1.x, or even, possibly, fixed function. The difference is precision and performance. This means that since we are talking about games, performance is a big deal, as if an algorithm just would have too low of performance on PS 1.x hardware, it isn't going to be implemented. Similarly, if the precision would be too poor on PS 1.x, it wouldn't be implemented for PS 1.x (or, at least, would look better on PS 2.0+).

This is the same as when comparing PS 2.0 to PS 3.0, and things will continue in this fashion for some time.
 
What cases are there when it's actually better to use early shader models? or should one shader model be used throughout?
 
The NV3x hardware has higher speed with integer precision. In Direct3D, you can only use integer precision in PS 1.x. This means that 1.x shaders on NV3x hardware are typically quite a bit faster on this hardware.

I don't think using lower shader models is useful for any other hardware.
 
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