Out of all your lines of thought, this is the one that still puzzles me the most. What non-DX8 mode are referring to with the Nature test? Are you talking about the Nature part in the demo? The two are different - there is no lake material in the demo, since that there aren't many cards that are able to do per-pixel cubic bump mapping without pixel shaders. The whole point behind the final game test is to use pixel shaders - if you go through each game test, there is an increasing level of "DX8-iness" about them. The use of vertex shaders and vertex blending changes as you go through each of the tests, with the final one (Nature) being the most DX8-y as it uses plenty of vertex shaders, plus the heinous pixel shaders.No, I am blaming Futuremark for being *inconsistent* in this regard. SE proves this point with it's Advanced Shader test. Whether or not to add this test to the final overall "score" is a totally different matter. But the fact remains the Nature test *does* have a non-DX8 mode of operation, but this mode was not chosen to be allowed, tested or scored.
A DX8.1 feature test was added, not a scoring test. All the entries in the database are unaffected by this (which was the whole point of not changing the game tests in SE). There's a fallback in the APS feature test, simply because it's possible. As everyone is aware, you can "do" PS1.4 stuff with 1.1 routines but there is no fallback from PS1.0.SE takes a 180 degree change in ethic and adds a DX8.1 test, doesnt code this even to the level of DX8.1 standards, provides a fall-back mode for non DX8.1 compliant hardware AND scores them.
Sorry - entered late into this game. Too busy learning C++ at the moment; when I'm happy enough then I'll start with the SDK. Where have I assumed anything about PS1.4-1.1-blah-blah though? Where did I say that I believe that a scene rendering 1.4 routines will be equal to or slower than multipass 1.1? I said that you're assuming that there should be a huge difference in the way that a Radeon 8500 handles the APS test compared to a GF3 (which there isn't), by the way you were claiming that it is carefully coded in such a way to not have any real benefit for PS1.4 cards, and in fact has a "fallback" mode, which is tested and performance added for non DX8.1 compliant hardware."Spend about 6 months in the SDK and repeat the above statement and see if you can do so with a straight face. It's also funny you are assuming that anything coded in PS1.4/single pass will obviously perform *lesser* or equivalent to multi-pass/PS1.1 (as the Advanced Shader test propagates). There are enough developer quotes around to prove this is NOT the case in reality, but not as illustrated by 3DMark2001SE.
Edit: typos