Hellbinder[CE said:
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No what there seems to be from people like you, is to OVERSTATE the importance and impact of PS1.3, and UNDERSTATE the importance of PS 1.4
Irrelevant. I never said anything about 1.3's importance or quality at all.
There is a Sizable night and day difference between what each does for you. Stop trying to Spin this into a case of equals. They are not equals. There are no comparrisons that can be made AT ALL between the results in your program each one generates.
Incoherent. What is your last sentence supposed to mean? What program are you talking about? As an aside, I never made any claim that 1.3 == 1.4 or that 1.3 added anything of real value over 1.1. It is you who are attempting to equate 1.4 and 2.0.
To deny the fact that ps 1.4 was a stepping stone towards ps 2.0 is nothing but utter denail. Starting multi paragraph disections of minute terms to change the nature of the argument will not change the facts of the end result.
There is a difference between saying something is a stepping stone (as was PS1.0, and DX7) and saying something is based on, or an extension of something else. Clearly, 1.4 is not a subset of 2.0, and 2.0 is not simply an extension of 1.4. Did 1.4 influence 2.0? I'm sure it did, just like 1.0 did. I'm sure there were atleast 3 or 4 proposals floating around Microsoft for what 2.0 shaders should look like, and many of them probably drew inspiration from what IHVs were doing.
Anyway, how can you even put forth an argument about how important 1.4 was without being willing to disect the minute details of it?
PS 1.4 IS A HUGE STEP OVER 1.1, and they ARE more advanced than their Ps 1.1 cousins.
I don't believe I ever argued that 1.4 wasn't more advanced than 1.1. I went into "disection" remember? I mentioned what it added over 1.1: In 1.1-1.3, you were allowed 4 texture instructions and 8 color instructions yielding a pixel shader max length of 12. 1.4 increased the length of the texture instructions to 6, yielding a max limitation of 14 instructions. The "big leap" if you want to call it that, was the ability to chain two of these programs together, thus yielding a program of max length 28, the main benefit of which is that it could perform 1st order dependent lookups.
However, everything is not all that rosy as it appears on the instruction counts. Since 1.4's texture shader instructions are more RISC, it takes more 1.4 shader ops to handle what used to be a single CISC op in 1.1, consuming more slots.
What 1.4 enables you to do over 1.1 is a subset of shading effects that require single-pass 1st order dependent texturing. Ok, cool, but it is not as earth shattering as you make it out.
Perhaps Humus can shed his feelings on 1.4 vs 2.0 if you feel I am being overly biased here in my assessment that 1.4 was not some kind of revolutionary, disruptive, sea-changing advancement.
Otherwise You and your coworkers at Nvidia would not be bitching their asses off. You cant have it both ways. Either it matters or it doesn't. You people at Nvidia can not have it both ways.
Nice theory, but wrong. I don't work for any IHV. Did you just miss my negative comment about the GFFX's ability to exceed 3rd order dependent texturing?
I suggest you sell your 8500 and stop wishing for 1.4 to be relevant. It's legacy, and we need to dispense with 1.x in the market place and move forward to 2.0.